REVIEW: Mummies Rising

Oh, Rendercode Games, didn’t we just do this a month ago? Well, somewhat. Rather than awkwardly-animated hellhounds, this time we’re treated to more-convincing mummies, once again pulling antagonistic duties in your standard wave shooter. Mummies Rising ($1.00) thankfully forgoes the Slender-style collection minigame that plagued Hellhounds, in an attempt to have things play out more like a straight-up FPS: Shoot first, and shoot second.

Mummies Rising - Screen

Which it does, throwing four visually-different varieties of wrapped-up undead at you to perform your best Brendan Fraser impression, spread out over ten waves / levels and using the same tried-and-true weaponry. The guns you’re allowed to outfit with alternate over each stage, ditto the amount of enemies you have to kill before advancing to the next… and you’ve seen and read this all before.

Level layouts are limited to two types; the corridor-like shooting gallery, where you simply walk straight ahead picking off targets, and the typical arena format, forcing you to branch out into the pervasive (and very effective) darkness to hunt down your objectives. The level design alternates with each wave, although the Egyptian textures and art style are rather well done here, which helps to somewhat mask the repeating layouts.

Mummies Rising - Screen2

To its detriment, Mummies Rising keeps the molasses-slow movement speed that its predecessors implemented. This isn’t so much of an issue through the first three-quarters of the game, as your enemies are naturally the slow, shambling type, though it does present problems in the last few levels. That’s when a faster enemy type is introduced, leading to instant death (and a more-or-less impossible final level) whenever you’re attacked by a larger group.

Even putting aside the slow movement and unfair finale, though, Mummies Rising is your average first-person shooter. It looks great, but the game recycles the same staid objectives and brain-dead AI, taking no risks, offering no thrills.

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12 thoughts on “REVIEW: Mummies Rising”

    1. It’s nice to see some visual variety in a wave shooter, but I’d resign myself to an all-zombie diet if it meant the game was going to be innovative or offer up something fun that hasn’t been done to death. I’d say it’s the genre more than the subject, sometimes. 🙂

  1. Must have been painful to review, not sure how this one got past the moderators or other developers. Shame on them, it’s the same game as hellhounds …. nice legacy to leave behind….

    1. It is a shame.
      They have talent. They just are not using it.

      Off topic: How’d you get a cool avatar? Mine looks like a luchador mask.
      Wait, your does too.
      Are we on some underground luchador fan site that posts xbox reviews just because?
      But then… Tim lied.
      Then XBLIG isn’t real.
      The Xbox isn’t real.
      Then we aren’t real.
      How could you do this to us Tim?
      Why mock our nonexistence?
      WHY?

    2. @bigeasyman: Until someone can explain to me how games like TrickyTreat (http://marketplace.xbox.com/en-US/Product/TrickyTreat/66acd000-77fe-1000-9115-d80258550c50) get greenlit on XBLIG, games like Mummies Rising get a pass from me, at least on playability. It functions. Sure it’s a re-skinned version of a previous game, but it functions. TrickyTreat… that’s just a black hole in the XBLIG universe, sucking in all rational thought and reason.

      @Saansilt: Everyone gets the luchador image as their default avatar (actually, I think WordPress calls it ‘retro game look’ or something like that), BECAUSE I SAY SO. If you want to go through the small hassle of setting up a gravatar profile (gravatar.com) though, you can use whatever picture you want for your profile. That’s the only way to customize your avatar on WordPress. They’re sticklers for that sort of thing.

      And of course this site isn’t real. The entire world isn’t real. It’s a simulation. You must have known that from the start. One day, perhaps soon, Laurence Fishburne, Keanu Reeves, and myself will visit you, and we will give you a choice— red pill or blue pill.

  2. Same template different enemies and backgrounds and you have the making for a cheap way to plunk out games on the Indie channel. Thanks for nothing Rendercode. And I mean that seriously. I’m not giving you my money for half hearted attempts.

    1. Exactly. Everyone loves making money, especially for something they’ve built and / or created, but shoveling out the same product and just changing the name / art / enemies is going to stale over time. I realize this is indie development we’re talking about here, and $1 isn’t a huge sum of money, but stale is stale, copy-pasted or not. Gaming is supposed to be fun.

  3. The movement killed it for me. Why can’t your guy ever run faster than a one legged dog trying to drag its way to a food bowl on the otherside of the house?

    Other than that, standard issuse ZWS with a theme change.

    1. Yep. And the one-legged dog would still get there faster than your avatar in this game. I don’t know. If you include The Monastery, this makes three games now that all play, look, and feel similar, minus the different enemy in each one. Time to try something a little more risky, I think, and yes, for the love of everything decent, speed up player movement.

    1. The full game is almost exactly like the demo levels, so you did yourself a favor. Too similar to the studio’s last game, Hellhounds, and released too soon after it (not even a month).

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