Enter had assisted aiming, Exit does not. In Exit, oftentimes bullets and get lost in the cluttered mess of background art and enemies and damaging floor tiles require a good second of time looking for them when you enter a room, leading to frustrating moments where you lose health from functionally invisible obstacles. In Enter, each enemy bullet was clearly visible on screen and easily distinguishable from the background and each piece of dangerous terrain was clearly identifiable. The only part of this game that shouldn't be compared is the shift from top down to side on and the introduction of the dodge jump. I'm fully aware that tHiS iS a SpIn oFf NoT a SeQuEl, but it's set in the same setting with the same characters and a portion of the same guns so of course it will be compared to the original. Should have been 1/3rd the price of Enter, not 4/5ths. Tl dr If you enjoyed the blessed runs in Enter, get this game if you didn't, don't. Shifting rooms, enemies, bosses, bizarre weapons and items all combine to ensure that no two attempts to Exit the Gungeon are the same. Battle against the last and most bitter of the Gundead at a frantic pace, slowing down just long enough to chat with some familiar faces… and a few new ones. The Gungeon has become a paradox and is collapsing! Armed with an ever-changing weapon, an insatiable need to loot, and the trusty dodge roll, each of our heroes must ascend and escape via their own unique route of increasingly perilous elevators. The Gungeon has become a paradox and is collapsing! Armed with an ever-changing weapon, an insatiable need to Exit the Gungeon is a bullet hell dungeon climber immediately following the adventures of the misfit ‘Gungeoneers’ and their journey for personal absolution in Enter the Gungeon. Summary: Exit the Gungeon is a bullet hell dungeon climber immediately following the adventures of the misfit ‘Gungeoneers’ and their journey for personal absolution in Enter the Gungeon.
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