Re: Audio Defence: Zombie Arena -- From the Creators of Papa Sangre 2

Well now the game is out, see This announcement

I have my copy but can't say much thus far as I've only just downloaded it and can't play currently sinse I need to wait while the counsel fix my door.

As to your previous comments Sebby, I agree there is a place for boppit, but we've already seen far too many audiogames like that. I disagree though that packman is a simple reaction test. If you analize the gameplay of the graphical version, it's calculating a number of factors into the future, the movments of all four ghosts across the maze both currently and in the future, the necessity to track those predictive pathways along side packmann's current position and the position of the dots packman needs to eat, and the need to balance this against the limited resource of the power pills. Additionally, all of these factors need to b e learnt, sinse a gamer who initially picks up packman and isn't fully aware of the speed at which packman moves, accellerates  and turns relative to the ghosts is going to be far less successful than a gamer who is fully familiar with all the movement intrinsic in the engine. If Boppit is a game of catch, packman is juggling five balls, and that to me is what makes for interesting game mechanics, giving the player a number of factors to micro manage and mechanics of movement and control that the player needs to master, effectively giving the player more balls to juggle.

Whether Audio defense will be successful with this I don't know, though I intend to spend the next while finding out big_smile.

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