![]() "Welcome to Forever Classic Games, I'm Alex McCumbers. The Forever Classic brand name has always been at the back of his mind, tying it to projects here and there, but this website will be able to collect all of those efforts into a single place as Forever Classic Games LLC. He grew up in rural West Virginia, surrounded by Appalachian music and culture.įorever Classic was the branding that was invented during a faithful summer where he became absolutely fascinated by the world of Let's Play videos and video essays on YouTube. His work has also been physically published in both volumes of the SNES Omnibus where he contributed essays on several games. ![]() Several guest pieces have been uploaded on other sites. Sites that have published his work include Giga Geek Magazine, Marooners' Rock, Twin Galaxies, and Popular Mechanics. He got into games journalism to keep his writing skills and habits in check as he has always wanted to create a novel or write a game's narrative. Twitter: has been steadily shaping his writing, networking, and production skills for over a decade. I may be missing it but it seems like slowdown is completely removed when using a controller, so try this style of play for a more frantic experience. Players are able to deliberately aim with the right stick, so targeting is tighter. Playing Exit the Gungeon feels completely different when using a controller. It’s pretty wild that I’m able to play Monster Hunter World on my phone, even if it is a novelty since I only tried this while in my own home. A recent update made connecting the controller super easy and the Remote Play app also got an update. I’m still not exactly sure what it is supposed to do and I refuse to pour through wikis to find out.Īgain, I prefer touch controls, but I have been experimenting a lot with using my DualShock4 on my phone. The baseball bat weapon in particular always got me killed. There are some that are straight duds and getting several in a row can ruin a run. I’m also not a huge fan of how the game randomly cycles through various weapons. That said, I made it to the Dragun on four different occasions, though I would still consider this system a point of criticism that could be improved. I did find that in higher levels of play my character would target things that didn’t make much sense or over-under-correct trajectory, resulting in a lot of misses. Letting the game shoot enemies automatically is tough to get used to. I was used to rolling all about, which is an option, but I found much more success in using the slowdown powers. ![]() ![]() As a fan of Enter the Gungeon, the idea of slowing down time felt weird. One thumb rests on the left and is used for player movement, the other on the right is used for flicking the direction of a dodge or holding for slowing down time and directing where a jump will land. The game just lacks any real depth to keep players coming back for more.Touch controls are actually intuitive and work well enough that I almost prefer it. Exit the Gungeon isn't bad by any means, especially taken as an arcade shooter. Making matters worse, key mechanics, like the dodge roll move, feel almost ineffective in practice. One minute you're aiming lasers with pinpoint precision, only to suddenly shift to lobbing grenade-like explosives and completing changing your strategy. While the ever changing form of the player's gun adds variety to the repetitive feel of the game, it's also jarring to go from one form to another. But the game's difficulty curve starts off at a steep incline and just keeps going. That's not to say that there isn't a lot of fun to be had in jumping, dodging, and, of course, blasting through anything between you and the surface. That’s right: one of the two major changes is the switch to a side-scrolling perspective, and instead of clearing rooms. Toss in the constant flow of enemies and gunfire, along with your own gun's new ability to almost randomly shift forms on the fly, and you've got all the elements for a truly chaotic experience.Įxit the Gungeon, with all its changes from the original game, feels less like a true sequel and more like a side game spin-off. The most obvious tell is that Exit the Gungeon is not a top-down adventure. While Enter proper could have been very much playable on mobile thanks to. The follow-up has changed up more than a few of the game mechanics this time around, most notably the shift from being a top-down dungeon crawler to being a sort of side-scrolling platform game, with players riding a series of fast-moving elevators and navigating through rooms in a mad dash to climb to the surface before the whole place collapses around them. MSRP: Part of Apple Arcade (4.99 a month), 9.99 (Switch, PC) What was once a roguelike is now a Super Crate Box like. ![]() Now that prospective "gungeoneers" have found their way in, Exit the Gungeon comes along to get them the heck out. Although it might have slipped under many gamers' radar, 2016's Enter the Gungeon was a frantically fun shooter that proved to be a hit with fans. ![]()
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