A Tragedy In Balancing:
Going Commando may have fun, exhilarating combat, fluid movement and a wide array of weapons, but what good is any of that in a game that insists upon locking itself into a vicious, self absorbing form of vertical progression? the more you progress, the more useless your weapons become. In the original and most adventure games, only a few hits will deal with all the small fry, but in Going Commando, the regular enemies become more and more powerful until they take about half of your (even upgraded) pistol ammo away, this continues until midgame where the only viable options of playing the game are The Bouncer (exploding ball weapon) The Hoverbomb Gun (exploding ball weapon) and Synthenoids (flying sentry allies), completely obliterating the variety and slickness of the game, what in the beginning was a fun, fluid shooter becomes a dreadful loop of getting more bolts to get more overpriced armor and to actually get weapons that do meaningful damage. And that’s another aspect I’m gonna touch upon, unless you follow online guides on bolt farms, you’re gonna be completely left in the dust, i did all the gladiator challenges and dogfight challenges (which net you bolts) and i still found myself severely lacking bolts, the armor for example is necessary otherwise you get 3-shotted, and it’s price rises with further versions, going from 50K to 100K to 200K and etc, the weapons that actually matter for midgame are all overpriced too. It ultimately has good parts but it’s brought down by nonexistent gameplay flow.

Reviewed on Jun 08, 2022


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