Icarus-X: Tides of Fate isn't the worst or most abhorrent iOS-to-PC port I've ever played, but it does carry over some aspects that betray its foundations. It’s just that, in this case, I don’t mind them - like the always-firing gun that makes a trigger prompt completely obsolete. It’s not like anyone ever decides to stop firing anyway. This leaves you free to instead concentrate on staying alive, weaving in and out of the path of bright red bullets that are only sometimes obscured by overly busy backgrounds. Stage One is the worst offender with its constantly-looping green towers, which, I guess it’s an unfortunate way to start the game but at least the biggest distraction is out of the way early and via the easiest level. That is until you finish the short five-stage campaign and they start looping with significant challenge hikes. Or if you feel like dropping back in for a bit of an experience points run and to try and pick up some extra loot.
You can do this because Icarus-X has seen it fit to introduce that most traditional of gaming mechanics - The Grind. Even in scrolling shooters, a branching skills tree could perhaps be labelled uncommon if hardly new, but I've not seen many looting system within the genre. Games like Borderlands and Diablo are liberally name-dropped as comparison models, and not completely unfairly. Either by defeating enemies and picking up drops or purchasing from the in-game store, you can deck out up to four equipment slots including primary and secondary fire, as well as a core chip and a shield.
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Staff review by Gary Hartley (July 04, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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