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Konami has the luxury of having the first FPS game on the PSP, which definitely sets the bar for anyone else who decides to join in. Frankly, I was surprised they could even make an FPS game playable on a handheld, but this game is not just playable, it’s enjoyable.
In conclusion, the level design is very primitive and square, the story is pretty much non-existent, and the game is essentially a dungeon-crawler. I enjoyed the game so much despite these flaws because I personally found a way to get around all of it and I had a great time. If you can adjust to a difficult control scheme and you're looking for a great shooter on-the-go, this game is a great one to drop $40 on. It'll be interesting to see how this genre grows on the PSP after Coded Arms has set its mark.
Despite being heavily touted before the PSP's release, Coded Arms turns out to be a slight letdown. It is not as bad as many other websites claim it is, but it's still not the best start to making a first person shooter on the PSP. It earns 3 + GiN Gems for being a look at what the future of the PSP shooter may hold, but also reminding us that there is a long way to go.
There is some nice explosion effects when you shoot a barrel or any other potent item in a room, and in a gameplay sense it makes for a good time, hoarding enemies around an explosive barrel and getting a 2 for 1 kill sale. And best part is, the game keeps a smooth frame-rate throughout. The audio is minimal at best, with a looping action theme when you get into a firefight, but otherwise silence is the way of things with just the sound of your character walking around a map. Guns and explosions sound really nice and big, pushing the PSP's speakers to its limit.
First-person shooters are pennies per pound on consoles and PC, but the PSP is a brand new shop to stock that has allowed the developers of Coded Arms to be bold. Konami isn't known for its first-person shooters, aside from some European games with the company's name on the boxes as the distributor. Japanese game makers in general rarely take on the FPS genre -- even Namco's Breakdown on Xbox concentrates more on melee attacks than actual shooting.
The relatively sparse multiplayer modes might also offer some entertainment, but they have the same generic feel of the rest of the game. I'm immensely pleased that someone out there is brave enough to put forth an honest to goodness FPS on the new Sony handheld. For those waiting for just that, don't be totally dissuaded, because there actually is some cool stuff here. Coded Arms proves it can be done. Now someone just need to do it right.
Schön anzusehender Kreativbankrott. Was hätte man aus "Coded Arms" machen können: Die glasklare Luxusoptik setzt neue Handheld-Maßstäbe im Shooter-Genre, die frei konfigurierbare Steuerung lässt Euch nach kurzer Einarbeitungszeit problemlos durchs Hightech-Universum streifen. Spätestens nach einer Stunde Spielzeit habt Ihr Euch allerdings an den immer wiederkehrenden Farbpaletten sattgesehen, ewig gleiche Gegner mit der Intelligenz eines Lemmings tragen nicht zur Motivation bei. Spaßbremse Nummer 1 ist jedoch das vollkommen ideenlose Leveldesign: Ein viereckiger Raum reiht sich an den anderen, da hilft auch der zufällige Levelgenerator nicht weiter - immerhin lockt der launige Mehrspieler-Modus erheblich länger an die PSP.
None of what brings down Coded Arms is inherent to it being a first-person shooter on a portable game system. The controls, while initially weird, can be adjusted to, and it's one of the better-looking games on the system from a technology standpoint. The problems are within the underlying design, which simply doesn't have a lot to offer beyond a bland, unappealing corridor crawl with similarly boring multiplayer. PSP owners may find a passable rental in Coded Arms, but that's about all. The first-person shooter genre may have a bright future on the PSP, but Coded Arms isn't it.
When I first heard of Coded Arms, I was ecstatic about the premise of my favorite genre on the PSP, with a cool story to boot.
As you can tell from the comments in my review, the game is lacking in both areas. This is not to say the game is awful, just no where near good. If you are looking for a shoot-em up for your portable needs, or a fine rental, Coded Arms will do just fine.
Coded Arms proves that - from a technical perspective - the PSP can handle the first-person genre and handle it well. It's certainly amazing to see a handheld display graphics of this caliber, and with a largely stable framerate. However, underneath the pretty surface lies a game that has some serious faults.
This Konami title is the first FPS game for the PSP, and it a great start. Although this game isn't perfect, it does prove that a handheld can handle an FPS game; it just doesn't prove it can handle it well. Coded Arms is a sure rent title that will keep you busy for a couple of hours. Although this game reminds me a lot of Rengoku: Tower of Purgatory, I would pick Coded Arms over the latter any day.
Overall, other than a few nice points, Coded Arms falls well short of the mark. What could have been a great game is hampered by a frustrating control scheme and rather bland design. FPS fans are better off waiting to see if anything else comes down the pipe that will sate their bloodlust.
On the one hand, Coded Arms has decent FPS chops, sharp graphics, and plenty of lasting value (thanks to 60 single player levels and a 4-player ad hoc multiplayer mode). On the other hand, the overall experience comes off similar to what would happen if you roamed the halls in a hospital making "ratta tatta" noises. Sure, it'd be fun for five or ten minutes, but then you'd get bored and start to feel extremely self-conscious.
Since Coded Arms is the only shooter on the PSP, it's safe to say that it's not only the best shooter but it's also the worst. Actually it's somewhere in between. If you love Doom you'll like Coded Arms, but if you didn't care for Doom you'll hate this one
Blasting bio-bugs is a good ol' time, and Coded Arms gives you plenty of weapons to use, but we really need something else to do--especially without a story to keep you riveted. A good portable game is one that excels in short bursts; boring you in a few minutes isn't the same thing. Multiplayer adds some value, but is a side dish rather than an entrée. Coded Arms admirably solves the first-person shooter control beef on the PSP, but doesn't deliver enough of a compelling gameplay experience to take it to the top of the heap.
If you’re looking for an FPS game on the PSP, Coded Arms is the only way to go. But that doesn’t mean that you should rush out today and buy it. This is a very basic FPS game that might entertain you for a while, but it’s pretty boring and repetitive and I just couldn’t get that excited about it. Sure, it’s got a lot of flash, but there’s no substance to the game. If you really need to kill some stuff on the go, pick up Coded Arms; don’t say I didn’t warn you.
Coded Arms is quite simply mediocre. Had the developers actually put the effort into making a full-on story mode with individually crafted maps and more varied environments, the game would've had a good deal more potential. Instead, you're left with the same old, same old, level after level. FPS fanatics will probably get over these issues if they're desperate for a multiplayer shooter on the system, but for everyone else, Coded Arms is strictly missable.
Even with Wi-Fi battles, Coded Arms is an average FPS, and it only ranks that high because it's on a handheld. If this were a console game, it would be ridiculed, though there's a chance dual analog sticks could make it worth a play. This is a classic waiting to be found, it just needs to get away from the handheld arena and find a level designer.
Coded Arms earns its medal of disappointment by having the same level (and the same sections within that level) rehashed in every mission. The only thing that could have made them worse is if there were no squares to walk around in – just long corridors to run through.
If you're a PSP owner that's been absolutely dying to play a first-person shooter on your shiny new system, Coded Arms is currently your best option, simply because it's also the only one. Still, it's hard to recommend the game, especially when there are other games out there that truly show off the power of the system. From the boring art design to the painfully weak enemy AI, just about every facet of the game screams mediocrity. However, that's not to say that all is lost. The graphics engine shows a lot of promise and, in the right hands, could end up powering a great FPS in the future. It looks like shooter fans might have to wait a little longer for that killer PSP app.
Coded Arms ne m'avait pas emballé quand je l'avais essayé au TGS 2004 et un an après cette première approche c'est encore pire. La construction du jeu manque d'âme, de pêche, et démontre avec brio que l'IA d'un ennemi peut se résumer à singer un cabri. La grande variété d'armes et d'upgrades ne suffit pas à masquer un système de lock mal pensé, des ralentissements et un manque d'ambition qui multiplie à l'infini les mêmes scènes d'action, sans prendre le temps de creuser le scénario de base.
"Coded Arms" deve servir de amostra para as demais produtoras, para que os demais jogos de tiro que apareçam no PSP não se limitem apenas a explorar o potencial gráfico do controle, deixando de lado a criatividade e subestimando a inteligência do jogador.