![]() Modifiers allow you to rack up higher scores, but you only start with one of these unlocked and the others take forever and a day to become available to use.Ī Score Attack mode is provided which plays identically to the arcade mode, though each course is limited to a much smaller selection of rooms. ![]() You die, then start again at room zero with the game barely even acknowledging that you’ve even played it before. Beating your best attempt doesn’t provide any sort of change or benefit for your next try. There’s absolutely no story to be found and every single run feels the same. Do you hole up in the corner and preserve your health to try to survive this last wave? Or do you go in all guns blazing to get to that health pack and give yourself a fighting chance? You’ll have no idea, since there could be one more enemy to kill, but there could just as easily be a thousand of them and two sub-bosses. You never know how many enemies you need to beat to clear a room, since Circuit Breakers seems to just randomly decide when to open the exit door, often while the place is still riddled with foes. The main meat of the game is provided by an arcade mode that sees you starting with three lives and trying to clear dozens of rooms, with boss levels punctuating the action every now and again. There’s a distinct lack of progress to be found, too. Spying a crate of explosives that could clear a path is all well and good, but not being able to hit it because you’re only able to fire way left or way right of it will often put paid to your plans. Despite having an analog stick to play with, shooting is limited to eight distinctly digital directions, which often feels unfair. ![]() Sadly, many oversights stop things from becoming addictive and getting the game anywhere near that top tier. You can use a shield that eats your energy reserves when you get into a tight spot, but it’s frequently more effective to just keep firing in the general direction of the threat until you’ve (hopefully) cleared them away. Far from it, in fact, since the game’s home run swing of simply overwhelming you to the point that you succumb to the horde is deployed quickly and often. That isn’t to say that Circuit Breakers is easy. As long as you’re firing and walking somewhere and not discharging your gun into the scenery, the sheer number of retro-styled enemies that are deployed means there’s a better than average chance that you’ll be packing enough heat to barely even have to worry about your energy levels. You could have been walking a tight line that made you take risks to pick up more energy so that you could keep blasting away with a higher-level weapon, but the sheer amount of crystals that the enemies drop means that isn’t the case. It’s an interesting idea that hasn’t necessarily been implemented all that well. ![]() Picking up enough of this good stuff will cause your lone weapon to be upgraded, while just spraying bullets everywhere with no thought for recharging will have the opposite effect and could see you essentially facing a robot army with nothing put a weak pistol. Instead, your gun is powered by crystals which are dropped by downed enemies or collected from crates. Circuit Breakers – despite borrowing the title of a decent PSOne racer from back in the day – brings one new idea to the table in that it does away with weapon pickups.
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