Codename CURE was released a little ways back in July on Steam as a free early access game. The short jist: it’s a class based co-op zombie shooter made in the Source engine. You pick from the basic array of classes – ie. guy with shotgun or guy with machine gun – and each come with a particular ability or item that supposedly differentiates that class from the rest.
Unfortunately lackluster gameplay, re-used assets, and poor (often ugly) map design, makes Codename CURE easily forgotten.
I’ve never funded a Kickstarter campaign for a video game before, but I nearly did for some. KillHouse Game’s Door Kickers had my wallet out, but the nature of the game turned me off. They, like all the other campaigns I was interested in, desired to restore the elements found in the heyday of tactical shooters to a modern gaming platform. In this case, it would be a 2D top-down tactical planning sim inspired by Rainbow Six and SWAT. Although this isn’t a game I would play regularly (for certain reasons), I felt obligated as a RS/SWAT veteran to at least check out the free alpha.
Note: The Alpha 3 “Lite” version was released well before the early access version on Steam. I hadn’t played this version found on their website until recently. Because of obvious reasons, I’ll only be talking about the core portions of the game that are clearly shared across all versions.
A few moons ago (July 31st), a new free-to-play shooter popped up on Steam. Usually, free or not, I wouldn’t jump directly to the download button without previous knowledge of a game. Yet Bullet Run gave me a good first impression as I only needed to read a line or two of features before I began installing.
If you haven’t already guessed: Bullet Run is a free-to-play MMOFPS developed by ACONY Games and published by Sony Online Entertainment. So what makes Bullet Run different from the other, now plentiful, FPS MMOs out there?