

- #CODED ARMS SAVE GAME EDITORS MOVIE#
- #CODED ARMS SAVE GAME EDITORS PC#
- #CODED ARMS SAVE GAME EDITORS PSP#
- #CODED ARMS SAVE GAME EDITORS MAC#

Previously, the best way was the Goldeneye 007 method of using the analog stick for forward movement and strafing, with the 4 face buttons serving as the method for turning or looking up/down.
#CODED ARMS SAVE GAME EDITORS PC#
In this day and age, first person shooters have thrived on consoles, mostly due to the advent of dual-analog controllers, allowing for PC-style movement and aiming (though many hardcore PC gamers will surely scoff at that remark). When Coded Arms first was announced, FPS enthusiasts likely raised an eyebrow for one simple reason Ц controls. Multi is still quite fun though Ц with randomized maps, you never get a comfort zone in knowing the ins and outs of a particular one.
#CODED ARMS SAVE GAME EDITORS PSP#
Unforunately, there's no actual Infrastructure online play, which would have given the game a bigger boost in the PSP community. In addition to the single-player adventure, there's a deathmatch option for 4 players via Ad Hoc, as well as a Last Man Standing gameplay type. Once your nameless, faceless, personalityless character jacks in (we're not talking Master Chief here), the story is almost forgotten about, as it takes a backseat to blowing the hell out of things at every turn. But because there's a large reward for anyone who can repair the damage, brave souls continually try for said fame and fortune.
#CODED ARMS SAVE GAME EDITORS MOVIE#
Basically, a government-developed virtual reality battlefield for soldier training (think VR missions in MGS, I wonder if Raiden went through this training?) has gone haywire and malfunctioned due to hackers and viruses creating monsters out to destroy the minds of those who enter like a game such as Xenosaga or a movie like the aforementioned Matrix, those who die in the VR world after jacking in will live on in body, but their minds will be destroyed leaving them basically drones. Though the story of Coded Arms is far from emphasized and largely forgotten after the opening cutscene, it's at least there to explain why you're playing. If anything, it's a novelty Ц a look at a genre dominated by the West, done in the artistic and gameplay-first style of the East. That, and of course, getting adjusted to the N64 style controls. There's no doubt that Coded Arms has a unique style, and the Matrix like theme of 'jacking in' to a virtual reality is pretty neat, but your enjoyment of the game will largely based on whether you like old-school shootouts or new-school cerebral tactics. For some, this will be a refreshing, nostalgic experience, bringing back the days of playing Doom and shooting those damn aliens before they get you, and for others it will seem old, broken, and almost antiquated in comparison to recent entires in the genre like Halo 2, Half-Life 2, and Far Cry. Developed and published in Japan of all places by Konami, Coded Arms can only be seen as a throwback game Ц while there's a basic storyline, it's all about shooting stuff and moving from room to room in old-school corridor style, and of course, deathmatching against friends who own a PSP. Why the history lesson? Blame Coded Arms, the very first FPS for the PlayStation Portable. Along the line, the FPS genre has been revolutionized Ц games like Half-Life, Halo, and Riddick (amongst many others) brought the concept that you could kill lots of stuff and solve lots of puzzles while being immersed in a storyline strong enough to not be a backdrop or even a hindrance to all the shooting. In many ways though, that's just how it was in gaming back then, especially since the FPS genre was all about deathmatching via the Internets or with friends at this time.
#CODED ARMS SAVE GAME EDITORS MAC#
Aside from Bungie's Mac franchise Marathon (the forerunner of Halo, the similarities are uncanny), story had no place in FPS, it was all about the action. Storyline wasn't emphasized though there was some attempt to explain what was going on. Back in the day, first person shooters were in their infancy, and though titles like Wolfenstein 3D, Quake, and Doom were intense FPS experiences, they were fairly straightforward 'corridor' shooters where the objective was to travel from room to room, kill everything in sight, use colored keycards to open doors, etc.
