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The issues are many. But we will start off with the biggest woe I can mention: Sometimes you have to run right at the camera and not even know if you are going into a trap. Um, that's kind of like cheating isn't it? I mean I understand the cinematic effect they were going for, but it really is more important to SEE where you are going, not where you are coming from. Talk to anyone who knows how to drive. And speaking of driving, if you jump into a vehicle and even if you are on the screen going left or right, you still have to push forward… that gets a bit confusing unless you are into remote control cars (which I am), so okay enough of the complaining.
Ultimately, the targeting system has an auto detect to lock onto enemies, allowing you to switch targets with the right stick (similar to the likes of the VATS system in FALLOUT 3)… Weirdly tho, if you are hiding behind cover and firing, the system automatically toggles back onto the main target which can get annoying. Thinking like a game coder, it looks as if your point of view locks on for your as best it can based on who is the most optimal target at the time. If you are trying to wear down an enemy who is also hiding or maneuvers out of the main targets range, you are stuck unloading ammo on the wrong target. What the heck though, since all the enemies need to be dealt with right? Well that's not the only problem. If there are power-up cubes in the area, your target might switch to that rather than the bad guys. THAT is a big anger issue for me during the gameplay since the game can't tell the difference between a bad guy and a gosh darnit defenseless floating cube? I mean, it's really annoying. Did I say that was annoying? Okay sorry, I said I'd stop complaining… I'll try here in the next section of review. But just let it be known, if a cube is in front of you, it doesn't mean there isn't someone behind you that's gonna drop you due to either bad targeting, or even more anti-cooperative camera angle programming.
The control scheme which almost reminds me of Gears of War lets you hide with the same button that makes you tumble if moving so get used to the single button mash when near a duck and cover spot, and avoid moving when doing it or you'll just tumble into enemy fire. Or worse you might hide when you meant to tumble and well that can get in the way since you might be facing the wrong way. Or you'll take cover on the opposite side of an obstacle, thereby turning your back to the enemy and proving that cover systems like this only work when the player is always viewing true third person angles. Whoops I'm still confronting the bugs aren't I? Okay well… G.I. Joe: Rise of the Cobra Walkthrough for PS3 & XBOX 360
Sometimes, you just want to shoot terrorists until they're dead. And not in a careful and methodical way where you inch along a grassy field towards a ridge where you use your IR goggles to locate them, so you can fire your SXHXZZZZ-XIII (DU) through their left eyeball at a range of forty kilometres. No - instead you want to run right up to the blighters and tw** them with your big old samurai sword. Take that! And that! And that!
Or at least that's what Electronic Arts seems to be hoping with this, its game-of-the-movie-of-the-toy-franchise-of-the-US-military-except-not. Appropriately enough, EA has taken retro shooters for its inspiration, leading to a game which recalls - but doesn't recreate - the 80s videogames that paralleled GI Joe's commercial height. In play, it immediately brings to mind the lessons of LEGO Star Wars, but applied to a more shooty game - that is, shared-screen co-op with simple enough gameplay to work cross-generationally.
When the action commences without the duck and hide mechanics getting in the way, which if you remember Gears, it's not all that important to actually STICK yourself to stuff to hide correctly anyway, their isn't much need to basic action is pretty much the norm for this type of game. Well done in by what I'm saying is the areas and missions are descent. The boss fighting is pretty darn cool in my opinion and if anything saves this game from total disaster.
Each character has a standard melee and ranged attack, and a few are actually pretty darn cool. Reminds me of how much one would try to figure out the final combo on Mortal Kombat games to get the "Total Whateverism" to come up. Just a good hint to know about the Joe's that are useful, I'd like to point out that Ripcord for example has a turret-manifesting mode that will tear apart most enemies and the smaller boss types. If you ever decide to go with the storymode make sure to use Gung-Ho. The friendly AI system does almost no damage to your teammate no matter which ones you use, but Gung-Ho will fire missiles that can topple over the baddies making them more removable.
Now in multiplayer mode, your teammate won't really take cover in useful ways but it still isn't a big deal since he can't die. The deal tho would be to have another person on your side in co-op mode to maneuver strategically at your enemy and make yourself and your location overall less obvious. That and make sure to stick close to your counterpart or the camera will just go wonky making you unable to play the level till you get respawned.
The best part in G.I. Joe Rise of the Cobra is utilizing the accelerator suits. If you've seen the movie (or trailer at the time of this writing) you know there is something very CG style but cool about those moves they are making, and well, it absolutely rings true in the gameplay version as well. Once you hit the accelerator suit mode activation it makes you both invincible and your moves are supersonic as lightening allowing you to do loads of destruction in very little time. Be careful though since the same button that is used to open doors and activate computers is the double punch to activate this mode and you might wind up using it up when you didn't mean to. However, when utilized correctly you most definitely will enjoy the features this suit provides. Including the very cool G.I. Joe music that is incorporated within the powerup scenario. GI Joe: Rise of the Cobra Game Walkthrough Walkthru Strategy Guide
The very original and well known score or theme music is truly an aspect of the game that gets the G.I Joe feeling right for me and it's too bad that the rest of the sound design wasn't made in similar fashion. Overall the original music score is well done; the sound effects, work well for the most part. But the tinker sounds from the weapons sometimes gets a bit overbearing. Also I think I should add that some of the other very standard sound effects don't sound right at all. Like when you break open a box it sounds like sandpaper rather than actual foley made recordings… why did they skip out on this obviously important set of time to polish the game? Well the rush to get it on the shelf of course. Or maybe they were really going for an 80's feel to some of the game to give homage to the original series which had just about as corny sound effects in the cartoon. J
Overall G.I. Joe: The Rise of Cobra is a bit of a disappointment. Further issues I'd have to put on a wish/patch list would be why midlevel checkpoints update your score but don't actually save your game. This is stupid since if both of your chars die, you have to restart the entire level anyway. If borrowing ingredients from Gears of War, why only utilize the portion of the engine that gives the mission updates? Why not use more of what worked? I think the design team had a few meetings about how to avoid too much 'borrowing' and to really do their best making an original engine that would blow everyone away. But on such a short time schedule, a production of this magnitude really bit them backwards. The game isn't all that bad, like I said, there is some really enjoyable features and overall the lock on target mode makes things easier to handle if it works in your favour. Still, there's not enough here for me to recommend a full purchase unless of course you are a JOE fan, and then of course, it's a MUST HAVE!
Posted byGameGuideDog.com Member on August 31, 2009
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