Too much muscle can hinder speed and endurance to a degree, as some deconstructions of Mighty Glacier characters show. They tend to be uncommon as main characters in Platform Games, due to agility being a pivotal element of that genre.Ī greater muscle mass (to a point) theoretically provides speed but the Mighty Glacier tends to use the heaviest equipment possible, sacrificing any speed for the pure crushing power that only he can achieve. Some games mitigate the Mighty Glacier's slowness by providing support units which can carry it around more quickly than it can move on its own. They would need rocket skates to be described as "inching along". Mighty Glaciers also tend to carry weapons that would break anyone else's arms just to pick up, and can hold open doors that would break a lesser person's fingers off when they slammed shut. A single hit from a Mighty Glacier is about ten hits from anyone else. Strong but slow.Īs the name implies, the Mighty Glacier is one of the strongest people in the world. Expensive at a quarter of the price, this embarrassing waste of space has no business pretending to be a full retail game, and doesn’t deserve to be on the PlayStation Vita.- Legionary Grimoire Page on the Cabal, DestinyĪ common character build in Competitive Balance which emphasizes raw power at the cost of speed and evasion. Sitting this next to Uncharted, Army Corps of Hell or even Ubisoft’s own Lumines, exposes Alliance for the cheap, nasty, outdated and outclassed little con job that it is. This game exists simply to capitalize on the system’s launch and leech some cash from early adopters who don’t know any better.Ĭompared to some of the games that it has decided to price itself against, Dungeon Hunter: Alliance looks absolutely pitiful. It feels dated even by the standards of games from previous generations, and while it is currently the only Western RPG available for the Vita, there are bound to be far superior roleplaying options coming soon. It’s just not worth your time, let alone the ludicrous amount of money being demanded. Still, it doesn’t matter how good the online features are when the game itself isn’t worth playing, and that’s the rub with this piece of software. Not that you’d know, since everything looks so generic and indistinct that you can barely tell what’s significant and what isn’t. Sidequests aren’t very interesting and cannot be adequately traced on the map, so they’re usually stumbled upon by accident. Combat is about as thrilling as an egg, with characters apathetically flailing at each other. With its stiff animations, low-res graphics and skeletal plot, Dungeon Hunter: Alliance provides no real reason for players to care about what’s happening onscreen. Players can poke the touchscreen every sixty seconds to unleash a magical attack via their fairy (controlled with the right stick or touchpad), but otherwise, combat remains the same throughout, and it gets tiring very quickly. A brainless, tactless, button smashing affair, the objective is to just keep hitting stuff until everything is dead, regularly chugging down health potions to counteract the masses of enemies that inevitably swarm one’s chosen hero. Combat is exactly what you’d expect from a hack n’ slash RPG that hasn’t evolved from its iOS prequel.
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