Drake the american dragon games




















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Also you will find games of heroes you have never heard of, as well as you favourite cartoon heroes games as Simpsons games , Bob Sponge games , Ben 10 and many others. The game does tease you in a cutscene with the idea of firing from motorcycle back, only for Drake to blow his bike up and take to foot to continue the same old style of shooting enemies until they die.

This would almost be okay if the guns were good, but the starting pistols are so good there is rarely need to change, and the few guns on offer are all pretty generic Problem The guns are such small adjustments to each other and it usually felt best just to stick to the default gun, although bosses often were easier with automatics. There was no need for the variety though as you could do a just pistols run without any trouble at all or being forced to vary your tactics.

What really makes most fights almost too easy though are your special abilities, mainly your ability to Slow Time Problem Slowing Time is actually a good mechanic, but it is problematic in how easy it is to use.

You almost never run out of power for it if you use it intelligently, but you can still enter a new room, turn on slow time, immediately shoot dead just about everything in there, and move on. Any other abilities you get are pretty useless Problem 58 , in that they are so rarely usable or hardly do anything worth doing. The other abilities are Soul Explode Problem 60 , an entirely useless ability where you blow up the soul pick-ups, which are how you get health and energy, in an attempt to blow up enemies.

When you kill a guy, Drake can go over and collect their soul before it fully flies off to the afterlife and it will replenish his health and sometimes his energy yellow gives only health, green gives health and energy, but the yellow seem so rare and hard to tell apart from the green they might as well be the same. You have 99 health normally, which is, yes, why the game is called Drake of the 99 Dragons. Supposedly your body houses 99 souls that you lose if you take damage. I can be hit by a car once and take 20 damage, or be hit again and instakilled.

I can get shot by a guy and take 10, or take And then, there are Red Souls Problem 64 , which I thought at first would be okay, in that I thought they encouraged you to not just jump straight towards a dead body to grab a soul, but instead they are basically booby traps in unexpected places. In some areas there are dead bodies placed solely to be accidentally shot to release red souls that home towards you to stun you and deal damage, and I should remind you that this game has auto-aim, meaning most every time you shoot these dead bodies to release the red souls, its because the game auto-aimed you at them.

Sometimes they will appear alongside health souls to make you not use your Soul Attract, which is how I felt they should work and I was fine with those time, but the game making you shoot these triggers for Red Souls in other instances was just the game being a dick.

The levels are mostly pretty empty looking too Problem 67 , with enough window dressing to pass as what they claim to be and not much else. Expect boxes in factories, computers in the labs, and cars in the road. They occasionally do slap some cute sign up somewhere, but the levels were so sparsely decorated that I was legitimately surprised when I opened a door in a casino and saw slot machines… which were in a small room off to the side, like in every casino.

All they really do is slow things down instead of providing an interesting challenge, but the real hazards are the blind corners Problem When you are running down a hallway you have to turn around ninety degree angles, and the games likes to squish enemies into hiding spots around corners or in small divots in the wall that you basically have to fall for once to know are there.

And naturally, these ambush enemies are packing heat and will probably kill you the first time you fall for their cheap trap, so eventually you just learn to further abuse Slow Motion as you go around corners just in case. Speaking of those decorative doors, the game is terrible at leading you through the level, forcing them to place down flashing green light arrows all over the place to properly explain where to go next Problem Speaking of that timer, the reason I could finish the levels so easily is because the levels are surprisingly short.

These abrupt mission endings Problem 74 almost always left me surprised as I had no idea the level was about to end as I entered another generic grey room, although sometimes I completed a level after getting killed, and some levels end when the game does a scripted kill on Drake. It never felt like the objective was actually complete in those cases, just a sudden shift into the next cutscene because you apparently did it!

These short levels ultimately total up to 25 levels total, the game itself taking me only around 5 hours to complete it because of these abrupt endings. Really though, what makes the levels in Drake and the 99 Dragons awful is the platforming Problem Although not literally magnetic, they might as well be, both for how they connect him to walls and how unreliably they do so.

See, to be even more like an action movie or comic I guess? I mentioned earlier that Drake almost always does an overdramatic dive when he jumps, and to activate either wall jump or wall run, you have to jump at a wall. Most of the common elements of the levels are changed when you enter hell to fight demons Problem 81 , and the abrupt change to the game and not really for the better.

Technically the spirit world, it falls into all the same tropes of a typical hellscape. When you get outside though, the game throws its cruelest curveball yet: small platforms Problem The game had you jumping onto tiny metal bars and signs in earlier levels, but usually it was just one problematic one, and the janky wall jumping could sometimes save your life.

In hell, the platforms are one Drake wide and he still does his goofy jumps to reach them. If you miss one of these tiny platforms, Drake will freefall, likely down to another platform as they spiral upwards for much too long. The best thing to do when you miss your jump is to actually guide Drake towards a bottomless pit, as they do no damage and the game will mercifully respawn you pretty close to where you fell off from. Most levels have bad guys in suits shooting at you, but some levels will add strong guy who tries to attack you physically!

Even the demons near the end of the game shoot red energy balls or smack you, making them at best a mix of the two common enemy types. Some enemies I never found out what they could do, because you had no reason to ever allow them to pull it off.

There is one type of enemy that is particularly annoying, however, and that would be the flying enemies Problem Goons with jetpacks appear in many levels and often far away from you or in a vertical shaft.

These guys fire guided missiles that explode on contact, and while you can usually swallow a few rockets well enough, its really hard to hit these flying enemies as the game struggles to adjust your auto-aim with their movement. I did shoot down a few, but never on purpose. Some enemies also have the same problem as Drake, where they shoot off to where their arms are pointing rather than where their target is. This janky AI is the main crux of what gives the game is bipolar difficulty Problem 87 , as most areas are either too easy thanks to slow motion and incompetent enemies, or annoyingly difficult because enemies with good firepower are pointed the right way.



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