This would account to nothing unless the rest of the game was good. Picking the right combination of perks for your weapon so you'll be able to survive just a little bit longer is an important part of the fun in Crimsonland. 'Sharpshooter' gives you a laser sight, 'Fastload', 'Fastshot' and 'Long distance runner' are quite self-explanatory. 'Spontaneosly Combusteous' might as well be called 'Pyrokinesis' - those you merely target get burned. Hit space and choose from a list of skills, mutations and oddities: for instance, 'Radioactivity' slowly damages the ones close to you - effective against the little ones. Once you kill enough aliens, a "level up" sign appears. The idea which really adds to the games longevity is the inclusion of perks. The dying aliens also drop bonuses such as force fields, smart bombs and the neat flaming-piercing bullets, which are able to rip through whole packs of the creatures. Mean Minigun (dig that name, huh) is especially fun - very powerful against the masses, but so heavy it slows you down and so slow to reload they just might get you while you're not able to shoot back. Of the weapons, flamethrowers, rapid fire weapons, rockets, plasma guns and shotguns are each equally satisfying tools of slaughter. Luckily, you're the only one around here armed with projectile weapons - even though it's the aliens which sometimes drop heavier weapons to replace the humble pistol you start with. Actually number of aliens coming at you keeps getting bigger and bigger, while the aliens themselves get faster (and smaller, difficult to hit). Like in Phobia II, you control an armed person against a never-ending wave of aliens. Crimsonland is an excellent clone of Phobia II, spiced up with a few nice innovations: mouse aiming, loads of weapons and gaining allout-ish 'perks' by killing a load of aliens.
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