Deconstructing the game: Vanquish

Just like the above issue with optimal line of sight, I may be doing it wrong, but I really don’t think I am. Vanquish rarely makes me feel like I am missing something by not utilizing the slide and I don’t feel like I gain much for using it. When thinking of game mechanics, I always think about the constant struggle that a designer has when trying to get the user to really pick up on the usefulness of a maneuver that might not be standard in other similar games and the implementation into the game.

Vanquish fits very well into the cover based shooter genre that games like Winback and Kill.Switch seemingly pioneered and Gears of War ripped off and made famous. Vanquish also uses the slow motion technique very well, and combined the two work very well. But the slide sticks out as something that could have been tweaked more to make it more useful without making the game turn into a cakewalk.

In the end I really only used it to get the fuck out of dodge once I was almost dead and my slow mo kicked in automatically. I would also use the power slide to get from one place to another in a short boost to hopefully avoid any extra damamge I might have taken running at a slower speed. While the slide was fairly useful for those more defensive minded moves, I just wish it was more useful on the offensive.

When help turns out to hurt: Continuing that idea, the automatic slow motion when you are about to die is kinda irritating. It’s a good idea on paper, and even works well in most cases in the heat of battle. The slow mo drains your suits “energy”, whatever it may be and when it’s fully depleted, the suit goes into overheated mode where it has to air out for a brief period before you can use your suits abilities again. You can choose to let off of the button before running out and the suit will recharge far quicker than if you jam on the button and run out entirely and enter into the “overheating” mode.