Deconstructing the Game: Renegade Ops

Damage Streak activation is unclear: There isn’t much to this. I don’t know why/when damage streaks are started. I know I saw a draining meter quite often that would encourage me to continue destroying things to maintain it, but I never knew what exactly would trigger it. Maybe there was a hint once in the beginning of the game, but I don’t really remember there being one.

A clear solution would be to have your commanding officer just belt out a few lines (accompanied by some on screen text) to just quickly highlight the gameplay feature. And perhaps have some sort of meter letting you know that the streak is filling up. There’s a meter to show you it winding down, why not just use that HUD element to show progression to the player?

Subsequent levels do not match the very open feel of the first level: The first stage of Renegade Ops feels like the perfect blend of arcade action and open world game play. Missions are given to you, side missions pop up with regularity and you can tackle either at any time within certain time constraints. The game gets decidedly more focused immediately after and side missions are a lot closer to objectives to the point where it doesn’t even feel like an option.

This isn’t necessarily a bad part of the game, just an odd switch in priorities that I noticed. The first stage seems a lot like those cartoons with huge animation budgets for the intro, but have about half that for each episode. It’s still good on the whole, but a certain something is just missing. Anything I would suggest would have probably lengthened development time/costs for a game that already seems, from a tech stand point, to be pretty expensive for a smaller game. Also, the later levels just might not have worked with such an open map compared to the first stage.

Much like how many licks it takes to get the center of a tootsie roll pop, the world may never know.