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Saturday, March 2, 2019

Videogame Review, SmuggleCraft for the Nintendo Switch





Videogame Review, SmuggleCraft for the Nintendo Switch


Someone like me can only be funny when I have less power over the audience.  A game comes under my radar on a pass-or-fail basis even if I’m putting in details which seem complicated enough to provide us with information on the passing of grades, especially those notes of appreciation, given that a program arrives on my Switch in a tone that speaks for our future.  Quietly cancel the idea a reader may have for my opinion which says, “I don’t trust this guy and there’s got to be a way out of this”, because, from my validation of the future we’re already on to something here; we’re dealing with a program called SmuggleCraft, a futuristic racing game that handles pods, parts, and fancy electronics from campaign on into a sort of frenzy of computer errors to be expected from the Switch’s momentary counter defense on applications.  I’ve been kicked out of the story mode from time to time and it doesn’t seem like the racing program will let me barge in any further.  Perhaps what the game struggles with is its transitioning from one screen to another.  (Black screens in particular.)  And the game does put a wrench on the controls.  Usually it seems like I’m shifting a bullet into the fields rather than driving right on a pod- from that, there’s a futuristic sense built into the game on its mountainscapes in course design.  The 2000’s haven’t always been a pleasure.  Also, it takes the game way too long for its requirement of power-ups to make any difference to the challenge.  “What’s the challenge?” you might ask?  Well, you’re in a desert and meet dirty people.  Many individuals are practically slaves and others want deliveries of golden underwear; with that in mind, the direction pad controls don’t feel very active on the racing stunts, different mountains look like they’re getting raindrops the size of small swimming pools, and, thoroughly speaking, the objects get into my viewpoint with their sheen, or shine, of approval for my mark.  “Mark” is an old use of the word in my speech for “attention”; SmuggleCraft could’ve used some of it.  The single race menu option is pathetic since there’s no obvious ability from the get-go in translating different courses on their numbers, matches, or anything related to online gameplay; and, after paying for the download and playing its content for more than several hours, I’m still confused about the game’s description on the shopping channel.  SmuggleCraft isn’t so much like Call of Duty as it is like Ballblazer.  The mechanics to the controls get way too squishy and light for me to really feel the tension of racing towards the future: it could be the mountains, it could be the colors, it could be the 3D excuses, etc.



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