Amstrad Action


No Exit

Categories: Review: Software
Author: Simon Forrester
Publisher: Tomahawk
Machine: Amstrad CPC464+/GX4000

 
Published in Amstrad Action #97

No Exit

There are two sorts of bad games; the truly awful ones that you can be great fun to give a good slagging in the review; and the ones that are so dire you dread having to write about them in case your brain implodes in protest. No Exit belongs to the second group so, if this review seems a bit brief, please understand that I'm keeping it short in the cause of self-preservation.

No Exit's a Street Fighter style one-to-one beat-'em-up with one novel twist - actually, not so much a novel twist, as an O-level F grade English essay twist. Y'see, you don't only lose energy when you're hit by an opponent; you lose it whenever you perform a move and miss! If you land a hit on your opponent, you gain energy. And if you get a spare moment you can do a bit of deep breathing to replenish your energy as well.

All fine and dandy, except for two points. First, you spend more time trying to avoid your opponent in the hope that he'll wear himself out which, frankly, does not make for an exciting game. You could try to spice things up by going on the attack occasionally, but that leads me to point two - the controls are so bad it's almost impossible to carry out any of the moves when and where you want to.

And the sprites are so puny and minuscule they look they'd be hard pressed to fight their way out of a particularly soggy paper bag. I would say that fighting games cry out for large sprites, but that goes without saying.

No Exit is dull, it's irritating and it's a complete waste on cartridge. Eating your own toenail clippings is more fun.

Simon Forrester

Other Reviews Of No Exit For The Amstrad CPC464+/GX4000


Cartridge Round-Up
It's been over 18 months since the Amstrad Plus and GX4000 were unleashed on an unsuspecting public. Twelve games were supposed to be available as the machine hit the streets. Many more were promised for the months to come. But the machines flopped. Was it because the software was crap... or because you couldn't get it? Rod Lawton checks out all those cartridge games and reaches a conclusion...

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