Strike Vector is a strictly air-born, strictly multiplayer piloting / shooting game that is visually appealing and provokes a strong sense of competition for those that play it consistently. Shamefully, the game’s many online dedicated servers sit empty the majority of the time and players come and go even within a single match so often it almost seems like nobody is enjoying themselves enough to stick around and kill or be killed. So much potential exists in this title, and yet ultimately it falls short of being a great game for several distinct reasons.
First off, this game is not easy to learn. There is no real tutorial and instead players are thrown head over heels into battle after a series of instructions and an empty world to navigate. At any given time there is always about two servers brimming with enough players to be a decent match – so the community isn’t completely dead but it is comatose. In a world where dedicated servers are an expense many companies do not accommodate for players, it’s pretty disappointing to see that there aren’t enough dedicated players to make use of the ones the development studio of Strike Vector has invested in.
Another issue holding this game back is that the weapons are simply terrible and require an incredible amount of skill to even use. Aiming works great for those who can master the fast pace of jetting around and looking at every single angle around you at a millisecond’s notice, but the projectile system is a mess. Weapons do not behave consistently and this causes a lot of frustration giving the feeling that kills are mainly gained by luck despite the cost to play that gamble being that you can aim incredibly well with speed and under pressure.
Once you fire that perfect shot you meticulously aimed, you are now at the mercy of what can feel like a dice roll as to whether or not the weapon actually acted as expected. This could be due to the complex calculations that are being performed under the surface, since this game seems to be pretty detailed in programming scope – but for the end user it is just an unreliable shooting experience.
Even worse, players won’t get most of the kills they’ve earned, instead having enemies crash more often than not. This isn’t a case of players purposely exploiting how easy it is to crash therefore robbing others of kills though, it’s just actually that hard to fly through these levels at breakneck speeds while being shot at.
Graphically this game looks very impressive, with screen tearing being an issue but not enough to stop the flow of the action. There is no music other than on the title screen, which is not necessarily a bad thing but just something to note for prospective buyers. Sound effects are fine and get the job done but are not memorable at all either. Replay Value is seriously questionable in this title as there are only a handful of modes and maps which typically get reduced by the community’s willingness to play the same ones over and over again rather than mix it up a bit from time to time.
The real problem with Strike Vector which cannot be forgiven is that it is a multiplayer only game with barely anybody playing it. For the entry cost and the fact that the multiplayer community feels like it could die out at any minute, this feature is unforgivable. The developers did try their best and produced a fairly respectable game with some areas that could really use a lot of improvement, but at the end of the day if nobody is playing this cannot be recommended in good faith. Free updates to Strike Vector are still being planned, and some of the most hardcore gamers might enjoy it – but most should probably just skip this one.
Official Score: 5.5/10
RGN Rating: Below Bronze
Developer / Publisher: Ragequit Corporation
Available On: Windows PC
Review Copy Info: A digital copy of the game was provided to RealGamerNewz by the publisher for the purpose of this review.
Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140216 and was last modified on 20140216 .