Disregarding any experience gained so far and relying on “video game logic” in order to win.
The last section of the game ceases to resemble that which the player has gone through up until that point. This frustration is kept central to the experience during the last couple of hours. Towards the end the game starts to play with frustration, such as trying to find a hidden exit whilst every other enemy in the room has a rocket launcher. Whilst they are not too challenging for a water level, their inclusion seem to serve the role of providing another retro styled joke than that of a noteworthy level, with the “Player” groaning ‘Not another water level’.
Then there are the staple of old school games, the dreaded water level. These can at times be infuriating and require a keen ear due to the subtle audio cues indicating danger. Throughout the game the player will come across a varying array of missions, including the almost obligatory stealth mission.
RETRO CITY RAMPAGE DX ENDING FULL
Moreover the game still has its difficult moments and becomes particularly challenging by the end, requiring the full attention of the player. Whilst some may decry this as making the game easier, in practise it makes the game more forgiving, as well as being appropriate for a handheld title. This has also seen the inclusion of additional checkpoints throughout the missions. This change not just solves the problem of moving the game to a smaller screen but actually creates a more immersive and pleasing experience.Īlong with the visual enhancements, Provinciano has gone through every mission and tweaked them for this version. The smaller screen found on the handheld led to the creation of a “dynamic” camera which zooms in and focuses on the player. Great care has been made to utilise the second screen as effectively as possible, resulting in a unique UI (User Interface) as well as most of the HUD (Heads Up Display) being moved away from the top screen, freeing up more valuable screen space. The DX version can be seen as a labour of love by the games creator, Brian Provinciano, and has subsequently been described as the definitive version of the game.
RETRO CITY RAMPAGE DX ENDING PC
This DX version is specifically created for the 3DS, incorporating all of the previous updates released for the PC version, as well being carefully redesigned to run at its best on the new system utilising the benefits of a second screen. Then Retro City Rampage DX for the 3DS cannot be deemed a mere port when compared to the other versions of the game found on Xbox 360, PS3, Vita, and PC. What defines a video game as a port? Often this refers to when a game appears on a different platform to the one it was designed for, yet remaining as close to the original version as possible.