Fluid controls and interface [Update] – Midnight Star Review

[Update] Kudos to Industrial Toys for the bold decision to remove the energy system altogether! I never found it limiting as I have over 11M Elements that I had nowhere to spend them in (and I'm sure there are other hardcore players having more than that amount). Weapon styles look amazing and are surely better than what other games tried to offer - I used to play Infinity Blade 3 and all they could offer was some disastrous flood of oversaturated color tuning (Keep in mind that both games are on Unreal Engine 3). It's true that 2.5M elements to style one weapon could be daunting to the more casual players, but they're just decorative so you don't really need to spend a lot on them - I can see that they are targeted at advanced players who can easily get >200K elements per run. Can't wait to try out the new guns and rebalanced gear! Though, existing high scores becoming obsolete is the only thing I don't like about the update. ??? [Previous review] I never really were into shooting games until I played Midnight Star, and I must say that the fluid controls and intuitive interface are the game changers to me. Headshots and melee kills are fun to do on a touch interface and the game gets really intense when you're in Hardcore/Psychotic modes. For people who prefer traditional shooters with free roaming this might not be for you, but this game is definitely entertaining to someone like me who was never into the genre before. The game does have some freemium aspects in terms of upgrading your gear but you can still make considerable progress without maxing out everything. Normal mode campaigns are really easy once you get the hang of it. Energy system isn't really limiting at all if you have the skill to score higher, as you always earn way more elements than you spend them on recharging. Looking forward to new campaigns and new gear!
Review by cpwcpwcpwcpw on Midnight Star.

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