![]() Bowling in Egypt? On a space station? Really? You’re serious! Wow! How exciting! How completely appropriate for bowling! Come on, the Monkey Bowling mode in Super Monkey Ball was more appropriate to the sport than the inane settings Strike Force Bowling throws at you. You get to take this “colorful” cast of badly designed, horribly rendered morons to a multitude of equally “wacky” and completely asinine – I mean, totally rad – environments. It’s filled with those fantastic Outlaw Golf-esque characters, except somehow with even less charm than the freaks that made up the cast of that game. Strike Force Bowling is a trailer-dwelling primate’s dream, I’m sure. You want to pay $20 for something that would have been better included as a small portion of a mundane 60-hour Japanese epic? Then Strike Force is your bag. But that’s exactly what Strike Force Bowling feels like, a minigame. Maybe realism shouldn’t be expected from a game that lets you bowl with a mud-and-magma ball on a goddamned pirate ship, but realism would be all this game has to put it above some inane minigame. For a game based completely on physics, one would think the developer would work extra hard to make these work nicely, realistically, and smoothly. Strike Force Bowling takes these old mechanics and simply does nothing with them. Bowling games have existed in some form or another for well over a couple decades now, and as with most game genres, the control mechanics for each new game will almost always have some link to a previous game that, if it had handled these mechanics differently, would affect this new game in the same manner. The other problem that is sure to come up for the developer is whether or not these mechanics are any fun to use. Game developers are forced to come up with electronic equivalents to these motions, ones that employ the same amount of skill, yet are easy enough to use that the player doesn’t feel completely overwhelmed with micromanagement when trying to pull off a simple action. But the finesse required for a sport like bowling is not such an easy task to emulate. A game developer has no problem programming an on-screen character to walk forward, walk backwards, to pull out a gun and shoot it, to hop slightly or to jump twenty feet in the air. ![]() ![]() Why, you ask? Well, bowling is a sport completely dependent on the minute motions of the human body, along with the broad strokes that are easily imitated by a videogame. ![]() Buy 'STRIKE FORCE BOWLING': Xbox | PlayStation 2ĭeveloping a bowling game and trying to make it worthy of a purchase must be a difficult task. ![]()
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