Third person cover based shooters were all the rage in the late 2000s. Unveiled in 2003 in Killswitch and later popularised with Gears of War, they became an essential part of most third person action games. Coming in 2010, Vanquish sought to revolutionise this paradigm by giving the player an omnidirectional slide boost to move around the battlefield in an attempt to energise its plodding pacing.
And, broadly speaking, it was a resounding success. People loved the faster pace, the bullet time, the enemy design and the more action orientated dodging of enemies. And even though it didn’t sell as well as many other similar games, it developed a huge cult following of people who are still wildly holding on for a sequel to this day.
But is Vanquish still as refreshing and innovative as it was back in 2010? Are bullet time and moving around quickly really all that impressive. Can this fast and furious take on third person shooters truly break out of the straitjacket that the genre insists upon?
On this episode, we discuss:
Weapons
Enemy Design
Cover
We answer these questions and many more on the 130th episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Vanquish OST: Erina Niwa, Masafumi Takada
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How aggressively did you play Vanquish? What is god hard mode, and does it drastically change the experience? How would you rank Vanquish compared to other Platinum Games titles? Come let us know what you think on our community discord server!