Summary: This review contains spoilers, click expand to view. A lot of great ideas, but the game remains very short, almost tech-demo-like. Or its shortness might bring to mind older arcade games, but not really the lengthy 'bullet-hell' Metal Slug games. Unlike what I've seen some claim, the pacing does not escalate much. It has a lot of cool moment, but those moments are few compared to wading through defenseless infantrymen.
Summary: Gunstar Heroes: Physics Edition! Probably one of the best surprises I've had in a while from going through my Steam Winter sale haul. There really isn't much to say about it that isn't summized with the fake title I gave it. It's a game very much done in the style of Gunstar Heroes and Metal Slug, but with lots of inventive weapons, incredible boss fights, and crazy use of physics in the level design.
Summary: I went into this game with high hopes expecting to be playing a more modern and improved version of an old favourite, Metal Slug. At first the game felt like it was doing well, nice artwork, different weapons, various enemies, but the further into the game I got the more it felt like it was just trying to show of it's physics and rag-doll capabilities. Corpses soon went from awesome rag-doll deaths to annoying pick up blockers.
Summary: Unfortunately this game has been severely overlooked and under publicized. It's a masterpiece up there with metal slug and contra. The ambition is extraordinary especially in the boss battles which take on epic proportions, in the way God of War bosses feel. The gameplay is splendid, responsive and intuitive, enhanced by a physics engine which feels advanced for an indie title. My biggest problem however was with the controls.
Summary: I found myself largely unable to play this game which is a pity because it had potential. The controls are the major problem with the mouse often lagging far behind where I want to aim and keys occasionally not realising I've released them until several frames afterwards. Couple this with objects getting wedged under the clutter of physics objects and things become a little frustrating.
Summary: My experience with Intrusion 2 was a very good one. It's like Metal Slug with physics: you can roll huge snowballs and drop boulders on enemies. You can ride wolves and jump in mechs with grappling claws and swords. Sounds awesome? It is. Each level and boss battle is intense, unique, and challenging. There's also some minor puzzles, which provides a refreshing challenge beyond just shooting people and wreaking havoc (which doesn't get old easily).
Summary: It does have a good game somewhere at its core. But the unnecessary cluttering of the screen with debris and corpses, which block useful pickups, the unimpressive arsenal (sometimes weapons will shoot through some platforms, sometimes they won't, the game will autoswitch to the grenade launcher about ten times more often than you wish and weapons are only distinguishable by icon, which are all alike), the universally huge input lag (a little birdie says the game is done...
Summary: OVERVIEW: Intrusion 2 is a 2D side-view run-and-gun shooter action game with 360 degree aiming and 2D physics. STORY: (n/a /10) There are no cutscenes or text boxes, it's all just gameplay. The unnamed dude just crash-lands and immediately starts killing everything that moves while walking to the right.
Summary: One man had an idea for the sort of game he wanted to play. Here it is, a game of jumping and physicsing and shooting. Pros: Great attention to detail in every part of the gameplay and level design. Physics. Bosses that are actually serious obstacles and engaging encounters, not just slightly bigger enemies. Cons: Weapon variety is a little shallow (partially compensated by a variety of vehicles).