Published on November 6th, 2013 | by Greg Meyer
Modern Combat: Zero Hour
Summary: The only reason I even got through campaign mode was aim assist, the controls were so sluggish and unpredictable. And I really mean unpredictable.
Great Graphics; Horrible UX
Start with the campaign mode. These more complex tablet games have such a steep learning curve with the controls that I’d never be able to figure it out in an online game. I’d check that out later.
As a kid, I always loved playing those light gun games in arcades. I never went very often, but I’d play them every time I went. God only knows why. Those games were horrible. The controls were horrid, you died easily. It was frustrating as all hell. But it was fun. That’s how I see MC: 4.
The only reason I even got through campaign mode was aim assist, the controls were so sluggish and unpredictable. And I really mean unpredictable. When I first started playing, I thought it was the chicken grease on my hands (actually true, I was eating fried chicken) that was causing the erratic control reactions. I cleaned my hands and the screen and turned on touch visibility. The erratic controls happened even when I wasn’t actively touching that part of the screen. Most of the glitches are understandable, after you get the hang of it, and don’t happen often enough to be that troublesome. But it is very annoying every time it happens and definitely causes deaths during online play.
All that said, the game is fun. The distractions are not enough to prevent me from suggesting that someone who wants to play a Call of Duty clone on their tablet shouldn’t get it. The graphics are great, and the online play is a lot of fun. And while playing Time Crisis II in the arcade would take seven dollars in quarters in order to get the hang of the controls, MC: 4 costs only seven dollars for the whole game and has no further in game purchases that can be made with real money.
All in all, it is about what one would expect and you’re getting your money’s worth.