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Trapt!
Oct 31, 2005 23:20:39 GMT -5
Post by Smacked Ass on Oct 31, 2005 23:20:39 GMT -5
Yo, don't let the review fool you, I think Tecmo's Deception 3 was rated pretty badly, too. The Deception games rocked, and I'm sure this is no exception. I can't believe how many games are out that I'd just about fuck a cactus patch to pick up! Anyway, if any of you talk to G-Bomber on a regular basis, let him know this bitch has hit the streets! TRAPT!Enjoy!
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Trapt!
Nov 8, 2005 7:00:20 GMT -5
Post by Smacked Ass on Nov 8, 2005 7:00:20 GMT -5
Okay, have ANY of you tried this yet? Go out of your way to rent this title (I'd go as far as to say "buy", but it might not be for everyone.). I't really bothers me that this game could pass everyone by entierly undetected when it really deserves a shot. If you get a chance, play it! I'm having a blast with this sucka!
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Trapt!
Jan 3, 2006 21:42:50 GMT -5
Post by gbomber on Jan 3, 2006 21:42:50 GMT -5
if you don't buy this game, you're a twit. I'd understand if you waited 'til it dropped to like, $20, but it's still a damn good game. it's basically the next deception game. no huge changes, just a few more traps, more room devices - which actually include cinematic type traps called Dark Illusions, which have special prerequisites to using, and do high damage - and more rediculous villagers to m. the game lacks Deception 3's DEEP trap customization. for those of you who, like me, grinded maps for hours just to get that quick charge ring onto that volt rock, it's all replaced by buyable traps. buying the rock unlocks the iron ball, iron ball unlocks the volt rock, buying the iron ball and the smash wall unlocks the catapult. it's a fake sense of progression, and I'm kinda pissed that they took that step backwards. to be honest, the largest change Trapt brings to the series is the introduction of Warl - it's a currency for trap use. you may say, "g! All the Deception games have had that! It's called Ark, retardorama!" no, sir. Ark is still in the game. it's saved cumulatively and used to unlock certain items in the shop. Warl is the money you need to actually buy traps. when an NPC is hit by a trap, they will drop Warl, which will shoot out about a tile or two in a random direction. This means that the days of sitting across the room from a door with an infinite set up are over, if you ever want to buy a new trap. Warl can also bounce over guard rails and drop to the next floor, quite unlike you. in a sense, this forces you to stay close to your traps, to stay in danger, as you'll have to be close enough to your victim to collect the Warl. when waiting for your traps to reset, you'll likely be dodging foes while standing in your traps, just to pick up the warl. for an easy infinite, use the Guilty Lance wall trap, a mega rock for the ceiling trap on the same tile, and a vacuum floor on the tile adjacent, but in the guilty lance's strike range. vacuum floor, then use the guilty lance when the victim is trapped. right as you use the guilty lance, trigger the rock. rock will fall on the victim, and again with the floor. actually, keeping a guilty equipped at all times isn't a bad idea. it's a handy snare, it has range, it both pushes someone to the second tile and pulls them in to the wall tile, does decent damage, all on top of the fact that most enemies aren't immune to wall traps, and it doesn't count as a normal snare trap, so it works on more people. with good timing, it's good in a lot of trap combos. --- g gives it 4 out of 5 Cowan Heads. it's not as feature rich as many recent games, but in an old-school game sense, much like Manhunt, Chronicles of Riddick, and the newer Prince of Persia games, it delivers on a solid and consistant play experience.
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Trapt!
Jan 4, 2006 12:40:00 GMT -5
Post by Smacked Ass on Jan 4, 2006 12:40:00 GMT -5
I miss the trap customization of D-3, too. I was disappointed to see it omitted, especially after having to wait so long for another iteration in the series. I still get a kick out of the torture chamber, though.
-Stand on the elevated section -Set a spring floor in the direction of the spike wheel -Set an Iron Ball (or other adequate falling, rolling mass of destruction) on the stairs toward the electric chairs -Watch the fun unfold (It's only a four hit combo, but there's just something so satisfying about it.)
CHALLENGE: Nail someone in the entrance with the chandelier!
Yo, G! Nice to see you around! When I picked this sucka up, the first thing I thought was "I wonder if G will pick this one up?". Not too shabby, eh?
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Trapt!
Jan 4, 2006 17:49:56 GMT -5
Post by motosada on Jan 4, 2006 17:49:56 GMT -5
The Dark Illusion on the first stage (the Mansion Hall) is awesome. And evil. I <3 it.
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Trapt!
Jan 4, 2006 22:17:51 GMT -5
Post by gbomber on Jan 4, 2006 22:17:51 GMT -5
I actually don't like ANY of the dark illusions. they're once a round, and they require a lot of pooftering to make work.
I'd rather use a simple inifinite, or a room trap that I can rely on.
btw, ^^^^^^^^^^^^ drunk post
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Trapt!
Jan 5, 2006 2:40:24 GMT -5
Post by motosada on Jan 5, 2006 2:40:24 GMT -5
C'mon, dood. It's a giant musicbox that sucks some poor schmuck up, grinds the fuck out of 'em, and spits 'em out. DED.
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