SAND LAND REVIEW pt 8

pacing. The story moved along at a good clip, and there was always a marker on the map to show the next destination. There was a good sense of progression, too, from unlocking new bots that allowed for further exploration of the map. The story really took a nose dive, though, once the main objective was complete. UI and UEIE. The game’s menus really worked for me. I thought they looked awesome and matched the anime vibe really well. Item portraits were primitive, but I appreciated them being there as opposed to just bland textbased menus. The main UI shows the ammo for your currently equipped bots, two main weapons, as well as the vehicle speed and turbo gauge. The UI was a bit cluttered for me, but luckily there were options in the menu to toggle certain features on and off. Boss quality. For the game’s length, I thought the boss encounters were abundant. They featured fun arenas that required actual strategy. Overall, the boss fights were one of the games better qualities and felt meaningful and climactic. They also did a good job of being distinct from one another as some favored the use of certain bots over others. They all had unique tempos and were definitely an asset to the game. Enemy variety. The enemies in the game were a mix of wasteland bandits, soldiers from the king’s army, and various dinosaur-like creatures. In the industrial area, there were smaller bots that hovered around and a couple of midsized ones. The variety wasn’t that bad, but I felt like the game could have definitely done better.

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