Genre: First-Person Shooter
Developer: Konami
Publisher: Konami
Coded Arms makes use of a complex 3d engine that features
floors-above-floors, high resolution, 16-bit textures, and some beautiful
alpha/filtering effects that combine to make for a gorgeous first-person
foray. The 16:9 aspect ratio gives the player quite a field of vision,
and, in its entirety, Coded Arms is probably as sharp as anything else on
the PSP so far. With this engine, Konami has a tool by which to deliver
some very fine PSP first-person action.
Coded Arms makes due with an average rock/techno soundtrack that
does little to impress. It's not really annoying either, and the music
only plays when an enemy is near the player, so much of the time is spent
listening to the player's boots clanking on the metal or concrete floors
that populate the maps. Gun sound effects are well done, but the game is
mostly generic sounding.
Coded Arms takes cues from Wolfenstein 3d, and uses
room-door-room style combat. Unfortunately, the random level generator
lacks enough variables to make maps that are memorable or unique. There's
also far too much z-axis fighting, doors open automatically when you
approach and close when you step backwards, and guns need to be reloaded
far too often. The concept is potentially a good one, and the game plays
mostly well, but there's several annoying design choices as well.
The bosses are absolutely awesome. Unfortunately, everything in
between these bosses lacks character, color, and variety. Gameplay seems
to alternate between "fun" and "extremely frustrating" in equal portions.
Fortunately, I can see a ton of potential, and some trivial changes could
take this idea to the next level: take the RPG elements and apply them to
the character as well, get rid of the random maps or revamp the map
generation algorithm, add outdoor and map hub areas, eliminate most of the
z-axis combat, and change door behavior. As it is, for the patient, Coded
Arms can be a lot of fun if you can get through the frustrating parts as they come.
Sniper's verdict: