
The corollary of all these changes is that Full Boost has become far more of a tactical game than its predecessor, as well as facilitated the four player aspect to be less random (as you get spammed a lot less now). In that you can now use Blast burst to create or press an advantage, rather than just curb stomp someone. This means the usage of EX Burst now has a very different tactical make-up and isn’t the last ditch game changer it originally was. Put simply, Assault takes the offensive aspects of the old EX Burst (but has a shorter duration) whereas Blast takes the defensive elements instead. The other substantial change is that the EX Burst was split into two types Assault and Burst. To free things up some more, the area of each of the arenas has been slightly increased as well. This has brought the whole game into a more mid-range affair and allowed more leeway in terms of dodging incoming shots for the player. The biggest changes have been to the range and melee balancing over the previous game, namely that melee combat is not as potent as it once was and shot accuracy and power have been decreased. This is where the majority of Full Boost’s improvements have occurred. It’s arduous and specifically quantifiable work. This means getting into the guts of the game and changing all manner of variables as well as changing whole rulesets. Design is fundamentally about making the game work on a mechanical level. Now when we say design, we don’t mean high concept idea nonsense. However, the bulk of the important changes have occurred in the design department. These aren’t huge improvements but still noticeable and are thoroughly welcomed. Much of which beneficially effect the game’s input framerate as well as some nicely nuanced rendering changes. There’s an enormous amount of improvement across how the game operates, consequently this is one of the most engrossing and rewarding versus games we’ve played in a long time.Ĭompared to the arcade original, a fair few engine optimisations have occurred in the console port.

In reality though, that is a painfully inaccurate appraisal. To look at, the game doesn’t appear to be doing all that much new and could even be regarded as just a shallow cash-in. Since coming back to Japan we’ve availed ourselves of the omnipresent arcades and naturally played a large amount of Full Boost too.Īs we come from a game development background, primarily that of design, it’s interesting to see how much work went into Full Boost.

That was nearly three years ago and in that time Full Boost has been a huge success in the Japanese arcades. Not long after the first game was released on console, Bandai Namco announced a new arcade game would follow.
