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Small Arms impressions, it's real splodey [update 1]


I downloaded Small Arms this morning and played it for a good solid hour. I managed to fight our way through single player and played a few Live matches, too. What was the experience like? Is Small Arms worth 800 points? Read on to find out.

When you fire up Small Arms, one of the first things you will notice is that the game is very polished. The opening sequence sets up the game nicely and presents us with a level of visuals we haven't really seen on Xbox Live Arcade so far. Even the loading screens look nice. I wonder if working under the 50 meg space restriction forces developers to make things interesting.

Once you get into the game, you'll be presented with 12 character choices, 4 of which are locked. Naturally, we picked Pector El Pollo, the deranged, pyromaniacal chicken. Now, many people have compared Small Arms with Smash Bros, and the influence is definitely apparent. The game plays similarly, with players hopping around trying to destroy one another. Single player pits you against computer opponents, starting with one at a time and eventually escalating to 3-on-1 matches. And, just like SB, levels have varied layouts and lots of environmental dangers. Another Smash Bros element, regular levels are broken up with target practice bonus rounds. It even costs you half your points to continue. So, yes, there are definite trappings of Smash Bros here, but that is where they end.

If you're like me, your first instinct will be to play Small Arms the same way you would Smash Bros. If you do this, you will die. First, close range fighting is an absolute last ditch effort, as your character's melee attack does very little damage. If you run out of ammo, you'd best find some more or switch guns. Second, you fall fast. If you're not very quick with your double jumps and midair dashes, you will fall to your death ... a lot. Finally, you won't find the standoffs that you do in Smash. There won't come a point that two players just stare at each other, waiting for the other to make a move. You move (and shoot) constantly. If you don't, you die (sensing a pattern here?). Basically, this game takes concentration. Like, Zen "no thought" levels of concentration. Aiming with the right stick as you avoid everything else can be pretty taxing.

I managed to clear the mission mode in about twenty minutes or so. As mentioned above, you'll fight varying numbers of CPU characters and take some time out for target practice. Once you defeat any locked characters, they become unlocked for your next play through. I unlocked 3 of the 4 on my first time through. Target practice is unlocked after a play through as well.

Of course, online play is where the real action is. I was unable to connect to the first few games I tried (this seems to be a problem with all new 360 games these days), but eventually I managed to join a string of games. There may have been some lag, but if there was, I didn't notice it. About the only knock I can give the online play is that there doesn't seem to be any way to continue an online session with the same people. Either that, or everyone always quit once the matches I played were over. After a match, players have the option to select "ready," so I assumed a new match would start up, but I was always booted back to the menu. I'll see if I can't figure out what that's about.

So, now we know a lot about Small Arms, but is it fun? The short answer is yes. That said, I would add or change a few things. First, you really should be able to customize your controls. As it is, primary fire is on the right trigger, secondary is on the left, and jump is mapped to both bumpers. Melee is B or X, dash is Y, and A is a third jump button. This all works fine, but we'd like to map some different functions to the triggers to make moving and aiming simultaneously a little easier. Then again, it seems like no XBLA title lets you customize controls. Is that another MS requirement for Arcade titles to keep them simple? Finally, the movement seems just slightly loose. There are times when it doesn't feel as precise as it should be, but that might just be because I'm so used to Smash Bros.

Overall, it's a very fun game and a great example of what an Xbox Live Arcade title should be. Is it worth 800 points? I think so, but why listen to me when you can grab the trial version for free?

Update: A reader has pointed out that you can customize controls in at least two XBLA titles (surprised I forgot SFII). Maybe Gastronaut could add it to Small Arms?

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Reader Comments

(Page 1)

1. Off the top of my head - SFII lets you customize controls. So does Geometry Wars.

Posted at 3:38PM on Nov 22nd 2006 by Captain Obvious 0 stars

2. Yeah...but MK3 DOESN'T let you customize the controls. I'm pissed about that...I really want to play it, but the Hori stick isn't setup right for it.

Anyway, I was only able to play this game for a short bit this morning, but I already like it way better than SSBM. I think it's because the only character I liked in it was Samus, and the controls felt awkward. In SA, I like all the characters, and the controls are much more comfortable IMO. :)

Posted at 3:52PM on Nov 22nd 2006 by SuicideNinja 0 stars

3. I'm having a ball with it. One of the few online fighters I'm kicking ass in. :D

Posted at 4:22PM on Nov 22nd 2006 by Jonah Falcon 0 stars

4. the game is very unbalanced (Starting with the electricity gun is becoming "the" thing to do online), and spammy. there's a really small assortment of maps. Single player mode can be completed in 10 minutes. Shooting range is tacked on. The supposed "innovative" achievements are far from it. just like in project 8, the first game i played online i just so happened to get the "play against said person" achievement.

i currently wish i could refund my purchase.

Posted at 6:05PM on Nov 22nd 2006 by hav 0 stars

5. My only beef is with the camera. During a four player match, it zoomed in for an extreme close up of part of the scenery, which caused many of us to die as we couldn't see where the hell we were (the arrow doesn't help). It seems like the camera follows a pre-set course through the stage instead of following the player who happens to be playing on that particular 360.
Otherwise, pretty fun for $10.

Posted at 8:43PM on Nov 22nd 2006 by zenprism 0 stars

6. i played it for a few rounds this morning.. my premature thoughts.. its a half assed super smash bros..

Posted at 8:59PM on Nov 22nd 2006 by ayesroc 0 stars

7. It's cool but too repitive and not worth 800 pouints!!!!!!!!!!!!!!

Posted at 1:20AM on Nov 23rd 2006 by Anthony D 0 stars

8. It is definately worth picking up if you like fast paced 2d non-traditional fighting. I am a huge fan of SSBM and this is the first game i have ever played that i thought was close to it in fun-ness. This is the 4-player games that i have been waiting for on the 360. The characters are pretty well balanced after playing for a bit. Just gotta learn how to counter each.

Posted at 3:57AM on Nov 23rd 2006 by J 0 stars

9. Great game for a few measley coppers...we werent expecting Halo 3 but as it stands this game is great fun...a good game always leaves you wanting more and this XBLA title definitely does that.

9/10

Posted at 5:43PM on Nov 22nd 2006 by Oorang 0 stars

10. ive found it to be a very good to pick up an play type game... but i do have issuses witht jumping id like it to be a bit more responsive an the double jump. and when picking up weapons i find i have to stop an wait instead of piking it up on the run. but other than that im having a blast

Posted at 8:00AM on Nov 23rd 2006 by davowavo 0 stars

11. As a huge supporter of the indie scene (and now the XNA scene), I was really looking forward to Small Arms. A purely original game developed by a small and (relatively) unknown developer that would captialize on the lack of good content on XBLA - that, in a sentence, sounds great.

Sadly, after spending some time with the game last night, I've got to say that - even as a Smash Brothers Clone - the game just isn't all that much fun to play. As is the custom with shooters on the arcade, apparently, the aiming relies on the right analog stick, and given the relative speed of the game, aiming becomes a very skill-based affair. This wouldn't be so bad were it not for the complete inaccuracy of the right analog stick in this game. For some reason, I find that the precision in Geometry Wars is far superior to Small Arms, and because of the nature of most of the weapons (firing single tracers that need to directly intercept an opponent) this renders the game a hell of a lot harder than a party shooter could be. While I didn't have a whole lot of trouble, some of my "less hardcore" friends were having a hell of a time - rendering the "party" appeal of this game nonexistant for me.

Then, of course, there's the whole online fiasco. Surely a byproduct of the first few days of use, getting into a game seems to be hella hard. I really had to hunt to find an online game I could actually join... but I won't fault Gastronaut for that.

It's not all bad though. The character design is very nice, and the graphics look fantastic given the often-rued file-size limit, and there's some nice weapons and items to be found (albeit a limited selection).

Ultimately, though, the gameplay itself just didn't live up to the standards I'd hope it would. Maybe it's a case of over-hyping a game, but I can't help but feel disappointed.

Oh well, back to waiting for Castle Crashers....

Posted at 8:34AM on Nov 23rd 2006 by Franky Digital 0 stars

12. Im not liking it, I played the demo version and Im glad I did, I saved 800 M$ points. Not nearly as fun as I wished it was.

Posted at 9:24AM on Nov 23rd 2006 by Psycho300x 0 stars

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