Fashion Police Squad

Fashion Police Squad

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Swanky Jul 17, 2024 @ 6:15am
This game is one of those cases where I would have liked to give a mixed review opinion...
On one side it's a small, tight controlling game that looks good and doesn't take itself too serious. On the other hand, it has problems with its enemy roster and leveldesign to the point where some of the encounters become an absolute annoyance to play.

For one, the leveldesign hangs upon reusage of assets. This in itself is not a problem but it sometimes creates a bit of confusion of where to go because the leveldesign in itself isn't unique enough to stand on its own in places, specifically the subway where a lot of hallways, rooms feel copy pasted. If your leveldesign needs a marker where to go, it probably needs a pointer how to be done itself. A few times I was exploring the level in different directions rather than to go to the objective, and it turned out I ended up going to where I needed to before I needed to be there. In one instance in Mission 5, this caused part of the level to be not loaded back in.
A couple of times I wanted to go exploring with the belt swing and got greeted with an invisible wall though I attest that to necessary patching in between speedrunners breaking the game (:P) and actually constricting the player to the world itself.

The other part, some of the enemies have either really annoying pathfinding (Neon-Brahs) or really annoying mechanics. A good example of that is the DJ2Loud enemy where it's not exactly clear how to evade the huge aoe attack. Sure it's telegraphed but it can't really be avoided unless you have massive airtime or the option to hide a floor beneath it, but it's not really feasible especially if you have to fight other enemies alongside her. One of the first times you fight her is on a beach... so good luck identifying the attack and dodging it in time by going up a parasol.
In places, this creates some incredibly bad arenas like mission 7 where you run into this really small bar and get ambushed by 2 Loose Suits, 3 Flamers, 1 Spewdos and some Dull Suits (I think), creating a cacophony of area effects that are hard to avoid by themselves, but because you also have to use certain weapons against certain enemies, this created a situation where damage was not only unavoidable, it lead to frustration.
In some cases it also means that overlapping enemies cause unavoidable damage or create weird situations because you want one dangerous enemy out of the way but can't because a dull suit blocks all your shots in a tight hallway.
The last thing I want to highlight is the bad use of ambush scenarios in this game. Because arenas are often fairly small, enemy reinforcements spawn right on top of you and in blind spots. This lead to more than one death because of course, they also start shooting instantly. Not only does it give the player no room to breathe, it also doesn't give a warning of where enemies will be respawning from, creating blind sides and cheap shots, leading to more frustration.
Now this sounds really bad and in parts, it is, but I ultimately still had some fun with this game because progress was steady (I played on hard difficulty), the story silly and fun, it throws some decently executed minigames in and the 2nd boss is one of the best in recent years.
The final boss however could've been cut in half and nothing would have been lost.
Because of this, I will still rate this game up.
Last edited by Swanky; Jul 17, 2024 @ 6:31am
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felixader Aug 16, 2024 @ 11:13pm 
Completely agree on the flawed encounter design.

Issues like that Karen and the Guy Fieri enemy can shoot you trough solid objects or when you should be out of sight do not help this.
Last edited by felixader; Aug 16, 2024 @ 11:13pm
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