| | Review - Kill.switch // PlayStation 2 /// Eurogamer |
 | | Now, imagine said mechanic repeated across a series of increasingly elaborate and ostensibly linear levels, throw in a bizarre plot about remote control soldiers laden with a few self-referential videogame jokes, chuck on a few more polygons with a close-up third-person viewpoint, and within two paragraphs you've got Kill.switch... |
 | | It's also far too easy to hide behind an object and reach the extent of the camera's turning arc while aiming over the top of it, having to readjust in order to target certain enemies. |
 | | What's more, there were two enemies I encountered when I played through that wound up lodged inside walls for whatever reason, despite still being able to shoot at me, and in terms of sheer unpleasant design you can't really beat rocket launcher units firing directly at you as soon as you hit a switch. |
| www.eurogamer.net /article.php?article_id=54595 (1037 words) |