Reviews and Problems with CellFactor: Psychokinetic Wars
Showing 1-9 of 9
CellFactor: Psychokinetic Wars (Xbox 360)
12 July 2012
Excerpt: Whenever a new piece of technology comes along, there’s normally some sort demonstration displaying its power. That’s this game, and the piece of technology was the AGEIA card, which could process complex physics more efficiently than average CPUs could. And although CellFactor has come a long way from those early tech demos, the influence can still clearly be seen.
Pros: Low price point, unique character classes, AI bots, physics!
Cons: Originally a tech demo (and it shows), only five weapons
Conclusion: Around half of the achievements are unlocked early on, while three come from the challenge mode. With a few online achievements that you will soon need to boost for. Followed by the ridiculous Marathon achievement which takes hours of boring boosting to obtain.
Conclusion: CellFactor skimps big time on the game modes, only offering some overly familiar types, such as Deathmatch, Team Deathmatch, Capture the Flag and Assault. There’s a single-player “challenges” mode, which is fun for unlocking new upgrades, both visual and helpful, but even those are all just slight conditional variations on those same four tired modes.
Excerpt: I’m going to be completely honest, I’ve had more fun with Cellfactor: Psychokinetic Wars than I should have. This multiplayer first person shooter (and slightly dumbed down port of the PC version) was quietly released by Ubisoft and the Xbox Live Arcade team during this year’s E3 so it wasn’t initially noticed by a lot of players.
Summary: For a downloadable Xbox Live/PlayStation Network shooter priced at just 10 bucks, CellFactor: Psychokinetic Wars doesn't seem like a bad deal. You get some shoot-'em-up action for your measly Hamilton, and all the gunplay is spiced up with telekinetic goodies that let you hurl scenery around like Uri Geller hopped up on goofballs.
Pros: Good map and character variety for the price, Telekinetic gimmick is mildly innovative
Cons: Mostly generic shooter gameplay, Dimwitted bot AI in solo play, Been-there, done-that map design and weapons
Excerpt: Rarely does a game that started life as a tech demo for a PC physics card suddenly appear on the Live Arcade, but CellFactor, with the rather daft subtitle Psychokinetic Wars, is that game. A physics heavy first person shooter that owes a lot to the likes of Unreal Tournament and Quake III Arena. What sets CellFactor apart from most FPSs is the choice of 3 distinct classes to play as; Bishop, Guardian and Black Op, each with their own collection of super powers.
Summary: Il risultato finale di CellFactor: Psychokinetic Wars è quantomeno interessante. Tecnicamente più che sufficiente, attraente sotto il profilo ludico e tutto sommato capace di divertire per un discreto lasso di tempo (anche grazie all’assenza pressoché totale di problemi di LAG o simili), questo sparatutto in soggettiva targato Ubisoft e destinato al catalogo Xbox LIVE Arcade avrebbe tuttavia potuto ambire a ben altro podio rispetto a quello che è in grado di ritagliarsi.
Summary: Mit Schwergewichten wie Call of Duty, Unreal Tournament oder Battlefield kann, will und soll CellFactor: Psychokinetic Wars nicht konkurrieren. Stattdessen ist es als nette, kostengünstige Alternative für Zwischendurch gedacht, wenn man keine 60 Euro für ein paar Runden Online-Geballer ausgeben möchte. Leider machen momentan die leeren Server einen Strich durch diese Rechnung. Ohne Mitspieler bleibt nur der Kampf gegen die höchst mittelmäßigen KI-Gegner.