I also sometimes found that lock-on wouldn't work for me at all, must be a bug. ![]() The controls for me were weak responsively, the game heavily encourages rapid fire, and I'm guessing because of that, tapping shoot suffered in the programming. Anyway, I overall liked the gameplay approach. It kinda also makes it feel like fighting strong Reaverbots without much upgrades from the PSX Legends games. All I'm saying is if you came straight from classic MM games expecting a couple of hits to kill an enemy, you'll be in for a shock, and you'll have to readjust. I found myself losing just because I couldn't keep patient till the enemy was defeated. I have a felling the reason behind this is due to the small nature of the game's development, so the team decided to up the enemies' health in order to lengthen the game. I mean holy heck it's either the enemies have some super great armor, or Barrett has some weakling energy shots. If the game is difficult, the reason behind it I feel is due to the massive amount of hits it takes to defeat an enemy. That tends to get awkward, and is made evident fighting the Bonnes, like if you hold on to lock-on you'll huge the boss when dashing to avoid it, things like that. It doesn't really feel like Forte or Axl either, I feel somehow restricted with lock on, rather than free aiming multiple directions and hitting enemies in my path, it's like I'm focused on one and maneuvering around to catch the others in the crossfire. ![]() It does however heavily rely on reaction time, I guess they did that to complement the lock-on feature.
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