

What happens is the auto-targeting is too subtle to be reliable and too sensitive to work in conjunction with your manual camera controls. The only problem is that it's also very inconsistent, especially when you start doing complicated moves like jumping and moving around with the left stick.

The tuning of the game is intended to make things quick, so the moving the camera with the right stick is extremely sensitive. You move Drake around the game environment on the left analog stick and attempt to control the camera/aiming reticule on the right analog stick with the triggers firing the weapon in each of his respective hands. We give the developers credit for presenting a cel-shaded, stylized game that certainly doesn't look like a typical Xbox or PC game, but playing it is a lot like picking the wrong chocolate treat out of a box of fancy candy -the one with the licorice and broccoli cream filling. Getting the game to look that cool when you're controlling it however, is not possible. In fact watching the game run in its demo mode is downright thrilling with the lead character blasting, hopping and bullet-timing in pristine comic settings. Thus, Drake wields independently fired weapons in each hand, can run along walls and slow down time like your favorite Keanu Reeves character, Neo. There are plenty of games out there that look worse, but not many that are tougher to handle than this one.Īs a third person shooter, Drake attempts to differentiate itself by giving gamers the feeling that they're in an action packed, fast paced John Woo flick with all kinds of chaos going on. Unfortunately not the art style nor the dual weapon system are enough to overcome the major issues involving Drake's control, camera and overall game design. The developers at Idol FX even fabricated a short comic book on the character to go hand in hand with the game's comic feel and appeal. In Drake of the 99 Dragons, you're cast in the role of a dual pistol wielding warrior attempting to restore the honor of his clan whilst walking the fine line between the world of the living and the, uh, not living.
