Why are you still talking about story? I'm talking about gameplay (and the story's not even that good public/style_emoticons/default/confused.gif )
Because the story is part of the gameplay experience - and in this game, it's a very important part.
And how can you possibly judge the story. As you said yourself:
Honestly I didn't get far enough to form an opinion on the story because the gameplay was boring and repetitive.
So, how would you know whether the story is 'that good' if you haven't actually completed it?
- in Iji, you cannot shoot or kick while jumping
- you cannot shoot or kick while crouching
- you cannot shoot up or down
- you cannot move while on an elevator
So? That's part of the engine: the gameplay is designed around those characteristics. A game doesn't need to have 360 degree shooting, you know.
- to kill an enemy, just duck behind a box and wait for them to stop shooting. no strategy or skill required. the "pacifist route" requires basically the same routine. there is almost no variation in enemies, and all of them are dealt with by ducking/shooting, even the bosses.
- most of the game isn't even spent playing, but reading through logs and conversations with Dan. eventually you just realize that they all say the same thing and start skipping them.
- dull and repetitive level design. each level is basically a long hallway with an elevator to another long hallway and with some enemies sprinkled in at random locations - always behind crates for you to duck under.
- dumb upgrade system. upgrading your kick doesn't make your kick stronger, it only lets you kick higher-tier enemies. upgrading Tasen doesn't make you do more damage, it only makes you able to wield better weapons. the upgrade system is also about as mindless as the gameplay
- literally zero replay value. starting on a higher difficulty only increases the damage you take, which basically means there's nothing new to find... except the secret areas
- the game's "secret areas" are found by kicking down tier-15 doors. lol...
You clearly haven't played the game very far.
A lot of the time, you can't duck and shoot, seeing as how higher tier enemies can break crates.
And as far as I'm aware there is no
boss that can be dealt with that way - Krotera's room doesn't have crates, and elites can break them anyway. The other bosses generally aren't dealt with through standard weapons (unless you're obsessively hunting Supercharges).
No wonder you don't like the story: you aren't reading it. And they really don't say the same thing.
Its possible that you could legitimately think that if you'd only played the first level. But if you'd completed the game you'd know how stupid that sounds.
Except that it does. Try kicking a Tasen scout with a level 3 (I think that's the minimum) kick, and then again with a level 10 kick. Note the difference.
Again, that's just plain false. Higher difficulties do increase the damage of some weapons against you, but they also change other things: level cap, ammo, availability of health refills, the number and type of enemies in an area, enemy health, enemy speed etc.
There is no area in the game that is unlocked by kicking a level 15 door. Literally none.
Graphics: not the worst, but not the best either. it's just basic stuff made in MSpaint. B
Music: the music isn't cohesive, as in each stage has a song that sounds like it was made by a different person. it sounds like ultimortal ripped his music from a site like freesound.com. I wonder how much he paid HyperDuck.... F
Replayability: zero replayability. F
Gameplay: boring and repetitive. F
Story: who cares? you might as well be reading a book at this point if you wanted story. The story in Iji doesn't even make sense. It's about a group of humans who live in an alien-controlled facility for 5 months, somehow avoiding the Tasen while at the same time finding food, cracking the Tasen language, and building a cyborg (iji). Then the Tasen, an alien race with the coordination and technology to take over earth, just let Iji run around and kill them all. Yeah, video games aren't supposed to be realistic, but when a game that's known for its "story" has plotholes around every corner...
I'm not sure what the tilesets were made in (Photoshop?), but the character sprites were certainly not made in Paint. They were rendered using flat-shading from 3d models in Blender.
Try telling that to HyperDuck. In case you hadn't noticed, Iji launched their careers as video game sound designers and composers.
In your opinion. Not in the opinion of the people who voted Iji King of the Cagematch.
Is there any reason why games can't be story-based? Why can't games offer story as an experience?
Regarding the so-called 'plothole'
*facepalm* I'm not even going to go into the problems with that. You could have identified an actual
plothole (there are one or two, though I don't think that they are irresolvable), but you didn't, and honestly I don't think you've played far enough through the game to find any of those. Just play the game and read the story. Then you might understand.
If this were true, then you would be able to shoot or kick while jumping. The movement is pretty much the exact opposite of smooth and intuitive.
Tell me, in real life, do you honestly think that it's realistically possible for someone to hold a gun that's about half their size, aim it and fire it while jumping?
He ignores the fact that you can only level up 5 times per stage - another serious design fault.
You call it 'design fault', I call it balancing. If you could level up as much as you wanted you'd be able to simply go on a rampage and have every stat maxed out by sector 4.
The moral of the
story is: don't play the first one or two levels in a popular game and then claim to be able to objectively call it horrible and dismiss the views of the vast majority.
Also, lol, I had to merge the quotes because there were more quote boxes than the forum software allows