![]() ![]() Those controls felt good in the scrappy death matches of Tilt to Live proper, but in Gauntlet's Revenge you just rarely feel like you have the power to make the fast, reflexive decisions required to avoid these hazards. (Not to mention, I simply can't play it comfortably on an iPad). ![]() ![]() As it says on the tin, you tilt your device to move your little spaceship away from hazards.īut it never feels quite right, even after manually calibrating the neutral position of your ship for your current seating position, and futzing with the sensitivity of the motion sensor. One of the biggest challenges is grappling with those controls. Instead, you passively dart through narrow gaps, dodge spears, avoid spikes, and collect bonus points, using the same tilt-don't-touch control scheme of the first two Tilt to Live games.Įventually you will face enemies - robot piggies that spit fire, and nuisance bats - and you can take these foes out by plummeting into little bullseye targets that float alongside them. It is, certainly, an interesting departure for the Tilt to Live series, which morphs the dot-dodging arena battler into a side-scrolling shmup. Still, Tilt to Live is a warning unto itself: you will meet an end and your desire to keep playing this game may very well go with it.I don't know if I suck at this game, if it's really bloody hard, or it's just criminally unfair, but I'm struggling to make an inch of progress through Gauntlet's Revenge. There's reason to believe that a quick play here and there preserve the game's appeal: in other words, its one-dimensional action can be a strength when played in short bursts. Toppling friends' high scores and unlocking achievements will have to suffice for motivation because nothing is provided in gameplay itself. It's intentional, yet purposeful or not it leaves the game with short appeal. Of course, having to unlock weapons makes the game initially tough and even after acquiring new ones the game's difficulty doesn't diminish one bit.ĭespite the variety offered by these weapons and their cool effects (ice and lightning are particularly pretty), the game is done in by its own shallow nature. They're fun to activate, especially as you unlock more powerful ones by earning achievements through Agon Online. Nabbing them becomes as important as evading dots to the point that the game is about moving from weapon to weapon. These power-ups appear randomly on the screen. Fortunately, you have access to an array of potent weapons from a spinning spike shield and a violent violet projectile to yellow cluster missiles and freezing ice shards. At first, they appear randomly, but as time ticks by dots gather in dangerous formations. Your only goal is to stay alive in the face of red dots that pop onto the screen - touch one and you're done. There's a sly charm at work here: it's viewed through colourful explosions, animated backgrounds, and cheeky tips that prompt you to hide from your handset while the game loads up. To be sure, the presentation does an impressive job of coaxing you back after each defeat. The amount of fun you glean is entirely dependent on however long you can motivate yourself to return to its simple and stylish tilt action after dying and dying again. Game Over is guaranteed.Īnd so, from the beginning, the game puts itself into a box. No matter how high your score or skillful your manoeuvring, the game will end with your cursor's death. The threat of death and defeat looms ominously over the game's attitude-driven arcade action. Rather than calling on you to survive the never-ending onslaught of red dots by tilting your handset, Tilt to Live affirms your inevitable end. A title like Tilt to Live is as much a warning as it is a call to action.
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