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WE ARE DOOMED Hack


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About This Game

WE ARE DOOMED is a twin-stick shooter where you zap polygon baddies with an absurdly overpowered laserbeam. Dive head-first into the action with reckless ambition, charge t 5d3b920ae0



Title: WE ARE DOOMED
Genre: Action, Indie
Developer:
Vertex Pop
Publisher:
Vertex Pop
Release Date: 21 Apr, 2015



English,French,Italian,German



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hahs godo tiemas. The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style. This is absolutely accomplished here. Controls: since I have this on the PC I tried with both the 360-style controller via USB and the keyboard/mouse, and I enjoy them both for different reasons. Everything is tight and responsive, and at no point are you frustrated by it. Visuals: Like VertexPop's earlier entry Orbit1, the visuals are simple and stunning at the same time. Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way. My only gripe is that sometimes the pulsing backdrop obscures some of the potentially dangerous enemies. This feels intentional, but it was the only time I got frustrated. Audio: This is by far my favorite part. Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game. Overall: Well worth the price of admission, this game will keep you company when you're bored with AAA titles, and you'll find yourself coming back to it when you're trying to engage your subconscious between work tasks.. https://www.youtube.com/watch?v=OlLNRBpRi4U The pleasant thing about genre is that the skills required by individual works readily transfer from one title to the next. This is the case for all media, not just video games; for example, rock and pop fans unexperienced with a type of music like rap or metal might find it unapproachable because they don't understand how to listen to it. Familiarity is comfortable; we feel good when we exercise abilities that have already passed beyond the struggle of early development. But every so often you encounter a title that discards your assumptions about how its genre is definedu2014and what skills it requires. If you become good at one twin-stick shooter, you've become good at them all. This is certainly not to say that all of these games are the same! On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at. After all, if enemies kill by touch while your weapon has unlimited range, then distance is advantage. That's why WE ARE DOOMED stands out from other twin-sticks; it takes away your advantage. A few very simple design elements work together to create an intimate, risky arcade game whose danger must always be managed from a close range. The weapon here is a short laser beam rather than the typical stream of bullets extending across the entire arena. Obviously, the inability to kill things from a comfortable distance changes the fundamental dynamic of a game like this, but what's really clever about the laser's range is the way in which the game keeps you on the offensive. See, you might think that you could overcome the range problem by establishing a safe corner for yourself and playing a defensive game, perhaps poking out now and then to gradually expand your territory. Well, nice try, but threats spawn more quickly than you can possibly eliminate them, even if you destroy enemies with perfect efficiency. There is only one recourse: the Superbeam, an ability which extends your laser and cuts through enemies instantaneously. WE ARE DOOMED revolves entirely around management of the Superbeam; without periodically making use of its screen-clearing range and power, the player will doubtless be overwhelmed. The game's rhythm, then, emerges from the claustrophobia of high-density enemy build-up and the climactic relief of a nick-of-time Superbeam activation that effectively resets the board. But the trouble is that the Superbeam is charged by picking up cubes called trinkets, and these depreciate over time and eventually disappear altogether. Therefore, in order to constantly build meter for the Superbeam and ensure long-term survival, the player must adopt bold, aggressive tactics, swimming straight through thick packs of enemies in order to grab trinkets as quickly as possible, and the short range of the basic beam forces you to carve your path on the fly. As a result of this clever synergy, the core experience of WE ARE DOOMED is one of constant, exhilarating tension. No other twin-stick plays quite like it. Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop. The sounds of trinkets spawning in and being collected are pleasingly light and musical over the steady thrum of your laser. Actually, the aural mood is surprisingly mellow and relaxing overall despite the splashy visuals. It's a welcome direction that keeps the player focused rather than frantic. And that's a valuable mindset when the slightest distraction can be fatal. As in other twin-sticks, the entire point here is to push yourself to get better and better runs with higher and higher scoresu2014that may sound repetitious, but the need to get close to enemies prevents the boredom of unthreatening early waves that sometimes haunts similar games. In its elegant new take on the genre, WE ARE DOOMED isn't just a refreshing alternative to other twin-stick arcade shootersu2014it's a better one.. The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style. This is absolutely accomplished here. Controls: since I have this on the PC I tried with both the 360-style controller via USB and the keyboard/mouse, and I enjoy them both for different reasons. Everything is tight and responsive, and at no point are you frustrated by it. Visuals: Like VertexPop's earlier entry Orbit1, the visuals are simple and stunning at the same time. Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way. My only gripe is that sometimes the pulsing backdrop obscures some of the potentially dangerous enemies. This feels intentional, but it was the only time I got frustrated. Audio: This is by far my favorite part. Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game. Overall: Well worth the price of admission, this game will keep you company when you're bored with AAA titles, and you'll find yourself coming back to it when you're trying to engage your subconscious between work tasks.. Every indie gamer should do themselves a favor and take about a month and really explore the twin-stick shmups out there. Just really get in there and experience all the different mechanics and nuances. On my particular walk-a-bout, at some point I ran into WE ARE DOOMED . Now this is the kind of title that most would probably pass up as being too 'arcadey' or abstract, but as with most quality games - the devil is in the details . This is the sort of title that is a sight-for-sore-eyes after you've traversed an ocean of ho-hum titles that do little-to-nothing to differentiate themselves from the pack. Will you log hours of quality time? Nope. Is there a story and tons of things to learn and explore? Not really. Is it fun? Yes.. WE ARE DOOMED looks like another Geometry Wars clone, or a Robotron clone for you old-school folks out there. Twin-stick score-attack shooting against waves of swarming enemies in a rectangular arena, yawn, seen it. But look, if you still think there's life in the sub-genre (or if you wish there was), you must play WE ARE DOOMED. It hits you first with the look. The simple, colorful shapes look a bit flat in screenshots, but come alive when they fill your screen in motion. And, importantly for an arcade game, the action is always instantly readable through all the chaos. The real smarts in WE ARE DOOMED's design take a bit more play to come through. The SUPERBEAM system is a simple bit of genius, almost too simple to notice, so I'll unpack it here. Pickups spawn semi-randomly around the arena, often in inconvenient places. Each pickup charges your SUPERBEAM. When the meter is full, you can unleash it to (1) temporarily replace your ordinary beam with one that reaches across the arena and tears through enemies in an instant, (2) multiply your score gains for the length of the effect, and (3) gain a brief moment of invulnerability. Pickups disappear quickly, though, so you may need to carve your way through a horde of enemies to grab one. If you try to play conservatively and avoid hard pickups, not only do you miss out on score opportunities, you end up without enough firepower to keep the arena clear. The risk/reward tension of the SUPERBEAM system gives a session of WE ARE DOOMED the close-range enemy-dodging frantic fun of late-game Geometry Wars for almost its entire length. This pacing improvement over similar games, combined with plenty of polish and generally thoughtful design, makes WE ARE DOOMED my favorite coffee-break shooter.. https://www.youtube.com/watch?v=OlLNRBpRi4U The pleasant thing about genre is that the skills required by individual works readily transfer from one title to the next. This is the case for all media, not just video games; for example, rock and pop fans unexperienced with a type of music like rap or metal might find it unapproachable because they don't understand how to listen to it. Familiarity is comfortable; we feel good when we exercise abilities that have already passed beyond the struggle of early development. But every so often you encounter a title that discards your assumptions about how its genre is definedu2014and what skills it requires. If you become good at one twin-stick shooter, you've become good at them all. This is certainly not to say that all of these games are the same! On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at. After all, if enemies kill by touch while your weapon has unlimited range, then distance is advantage. That's why WE ARE DOOMED stands out from other twin-sticks; it takes away your advantage. A few very simple design elements work together to create an intimate, risky arcade game whose danger must always be managed from a close range. The weapon here is a short laser beam rather than the typical stream of bullets extending across the entire arena. Obviously, the inability to kill things from a comfortable distance changes the fundamental dynamic of a game like this, but what's really clever about the laser's range is the way in which the game keeps you on the offensive. See, you might think that you could overcome the range problem by establishing a safe corner for yourself and playing a defensive game, perhaps poking out now and then to gradually expand your territory. Well, nice try, but threats spawn more quickly than you can possibly eliminate them, even if you destroy enemies with perfect efficiency. There is only one recourse: the Superbeam, an ability which extends your laser and cuts through enemies instantaneously. WE ARE DOOMED revolves entirely around management of the Superbeam; without periodically making use of its screen-clearing range and power, the player will doubtless be overwhelmed. The game's rhythm, then, emerges from the claustrophobia of high-density enemy build-up and the climactic relief of a nick-of-time Superbeam activation that effectively resets the board. But the trouble is that the Superbeam is charged by picking up cubes called trinkets, and these depreciate over time and eventually disappear altogether. Therefore, in order to constantly build meter for the Superbeam and ensure long-term survival, the player must adopt bold, aggressive tactics, swimming straight through thick packs of enemies in order to grab trinkets as quickly as possible, and the short range of the basic beam forces you to carve your path on the fly. As a result of this clever synergy, the core experience of WE ARE DOOMED is one of constant, exhilarating tension. No other twin-stick plays quite like it. Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop. The sounds of trinkets spawning in and being collected are pleasingly light and musical over the steady thrum of your laser. Actually, the aural mood is surprisingly mellow and relaxing overall despite the splashy visuals. It's a welcome direction that keeps the player focused rather than frantic. And that's a valuable mindset when the slightest distraction can be fatal. As in other twin-sticks, the entire point here is to push yourself to get better and better runs with higher and higher scoresu2014that may sound repetitious, but the need to get close to enemies prevents the boredom of unthreatening early waves that sometimes haunts similar games. In its elegant new take on the genre, WE ARE DOOMED isn't just a refreshing alternative to other twin-stick arcade shootersu2014it's a better one.



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