Site hosted by Build your free website today!

One Must Fall:


My opinions on this game

Let me begin by saying that One Must Fall: Battlegrounds (henceforth referred to as "OMF: BG")is the greatest video game of all time, I challenge you to find a better fighting game, let alone a better game overall. OMF: BG is not the greatest because it has the best graphics-although they are quite cool-it is not the greatest game because it has the best sound (although it does in my oppinion), nor because of its professional look. In fact, OMF: BG is probably the least professional game I have seen published: the menus look dumb, the dialogue is pathetic, the AI falls off cliffs and the spelling looks like that of a third-grader. What on earth does this game have over other games, then? Gameplay experience. For too long have fighting games been locked to a side view of only two fighters; I am aware that there are exceptions, but they outright suck. It's getting repetitive, just like all of the first person shooter clones out there. Sure, improvements have been made, graphics enhanced, and slight gameplay changes (they seem to have gone from skill-based to total mashers as of late). Some of these games have supported movement beyond the single plane, but it doesn't change anything; it's usually just a dodge that could've been done without a stupid-looking camera rotation and thus the illusion of three dimensional movement is given. The problem is, they've all been there, done that, what else? New graphics? Bite me, I want a new game, not a revamped old game.

One Must Fall: Battlegrounds strays from the monotonous two dimensional fighter by giving true three dimensional combat, not only has the view changed (it's now an over-the-shoulder view), but the style of combat has also changed. Now you get to fight multiple players at the same time (they would have you believe the player limit is 16, but it's infinite) and incorperate a new set of strategies that go far beyond the simplistic fighters of today, involving area attack moves, arena hazards, powerups, pickups, and unscripted combos. The latter feature mentioned is one of my favourite parts: you don't just follow some scripted combo off a sheet of paper or mash your way through this time. Each move is independent of the others but there are still links that remove delay between certain attack moves, generating a fast enough attack to "combo." A combo is short for an "attack combination," where you score a certain amount of hits before your enemy is able to do anything about it. People just beginning their OMF: BG experience will be creating small, 4-10 hit combos and still gawk in awe of the amount of control they possess. Experienced players will be able to put together massive, 25-40 hit combos (depending on the fighter chosen) and even be able to recognise their friends simply by the combos they use. With four types of evades that normally go in any direction (totalling to 12) and real jumps (come to think of it, most fighters tend to not be two dimensional, but only one! Jumping does very little in some games), there is literally no end to the varying possibilities in even the simplest one-on-one fight.

The fighter, called a "HAR" (standing for Human Assisted Robot) is a very large robot controlled remotely by a human combatant. Since the HAR is controlled through a neural link, even the pilot chosen makes a major impact on the way the game is played. There are four categories that a pilot uses to modify the HAR's abilities: Power, Agility, Endurance and Focus. The Power stat determines how much damage each hit does to one's opponent, the Agility stat determines how fast the HAR moves and evades, the Endurance stat determines the amount of damage absorbed in an attack and the Focus stat increases special move modifiers and increases the rate of charge of a super metre. More on this later. Go back to the main page.