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Thursday, October 7, 2021

Videogame Review, Prisoners of War for the Arcade (w/ Atari VCS 800)

Videogame Review, Prisoners of War for the Arcade (w/ Atari VCS 800)


Data is not the object of art.  The fighting game is minimal and strong at the same time.  You do go from match to match, but there’s a chance of hope against the incoming enemies.  We get infinite lives in practical order of conflict.  But I do find the conflict to be less dramatic and more “in your face” from moments on end.  A problem comes up when encountering the fighting lines.  The fighting is very conflictive with the onslaught of hope and vision goes hand in hand with looks of battle.  Intuition only serves up a mindful heat.  Of course, there’s not much to concentrate on for visionary art due to the chances of fault and error.  In particular you will see damages that happen without so much reach of light consequences.  Discovery does make the case of drama if we’re to issue fighting along the lines between start and finish, as places must fit locations under management for old-fashioned data.  The game is very old-fashioned.  Quite often, the hits don’t match the damages and the destruction proves unworthy of excuse.  Maybe my mind is mixed on a lot of this stuff.  You CAN insert more quarters at least in the imaginary scale of difficulty.  Then again, with more quarters, you just keep trying and trying.  Getting a high score of any kind is a trick up the sleeve.  At times the enemies are just simply a pain in the ass and it shows.  The enemies, while hard and rough, are also silly and ridiculous.  That’s because of the visionary art in question.  Data is not the object of art.  If data was to be the object of art, then all we would have to do is increase data and hope for the best of engineering.  But that’s not the way art works.  Art is about feeling, emotion, wonder, imagination, curiosity and so on.  Otherwise, Superman 64 would be better than every game on the Nintendo Entertainment System.  I know.  That’s a ridiculous claim!  But programmers often assume that “more data” equals “more art”.  But, hey dummy!  That’s not the way art works!  Prisoners of War is not a great work of art by any means.  The data actually makes the game less appealing and more practical for coin money.  You can see that from the “Continue” option.  By continuing more and more with the fighting game, you also get less and less sense for combat.  That’s because combat involves more than meets the eye.  To dream again is just to die again.  Observation is key to data management over the radar.  Fighting takes practice; then again, practice makes perfect, unless I’m mistaken about the counterintuitive controls and awkward gameplay.  At least my game is free.  I don’t exactly want to go back to the past of “spending money” for old video games like this one.  Exhibition starts with fire and ends with heat.  I was hoping for a bigger fire.  The deaths happen very quickly and restarting is not uncommon.  The fighting game is designed for spending money and that impacts the presentation.  By “spending money” (for the old arcade fashion of the subject) I do issue extensions into conflict.  And, yet, these extensions also hurt the challenge to the point of no return.




https://www.deviantart.com/gameuniverso/art/Review-of-Prisoners-of-War-Arcade-and-Atari-VCS-894203905

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