Hellfire

In one of the rooms of the daycare that is part of where I work, there is a poster illustrating the 5 senses. For example, “Taste” has a picture of some candy, and “Sound” has a picture of an alarm clock. In other words, each sense is demonstrated with a visual representation. Somehow, this does not strike me as the best way to teach preschoolers about the difference between sight and, well… any of the other four, really.

As you might expect, this confuses the hell out of the children. Do this to enough kids, and eventually you’ll end up with a entire generation of little tykes that have their reactions slowed because they’re distracted by things that should come to them naturally. Which is probably why so many of them fail to get out of the way whenever Stryker and I play Shopping Cart Bullet in the supermarket parking lot – too much time spent trying to figure if they were hearing or seeing us yell “Get out of the way, kid!” and not enough time doing something to avoid becoming a tiny human bowling pin.

This is a lesson that can be applied to Hellfire as well.

Shooters are a genre that emphasizes fast action and twitch reflexes, so the best ones are usually pretty straightforward. Hellfire is not. It allows you to cycle through 4 different shooting options by pressing the B button. At first, this sounds like a dream come true (who hasn’t played a shooter and faced an enemy that was able to hide just out of your line of fire?), but in practice, it falls apart quickly. Four options turns out to be way too many, and in the heat of battle, you can’t be thinking about which aiming system you’re on, how many times you’ll need to press the button to get to the one you actually want, and where the enemy will be by the time you do. It’s too distracting, and the end result is a lot of you getting killed. This probably means the end of the universe of something… I don’t know – I didn’t really pay much attention to the story.

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