It seems to me that the question of positioning the game is interesting, expressed in the selection of the scale of action, the peculiar restrictions that are set by the genre or any other aspect of creation. For example, a space action movie with an intriguing plot is most logical to see as an AAA project, and a personal dramatic story with its very description hints at the indie scene. And in such a polar picture of the industry, flash games are missed, games whose main task is to be as concise as possible in order to justify their existence.
So, I consider Strike Force Heroes one of the best representatives of this division. In fact, every detail of it declares its involvement in the browser industry. There is a pulp plot with absurd twists, saving the world and constantly overcoming all obstacles through the destruction of zombie soldiers. The action itself is presented in the form of a two-dimensional shooter, which is extremely common for browser games.
There is a variety of https://slotmonstercasino.uk/bonus/ characters, weapons and perks that open up over time, which both gives a sense of progress and introduces a pinch of variety. And, most importantly, in the gameplay itself the game has its own rhythm, which changes radically when changing difficulty modes, but never gets lost. All timings are chosen ideally, and as a result, not a single character becomes awkward or turns into something amorphous.
The game has its own charm, and trying to understand its roots, you will inevitably come to the realization that it is built on, incomprehensibly, intentionally or accidentally chosen model for constructing the game itself. That is, the fact that you don’t need to download anything first, but can simply open everything in the next tab is the final element for holding the whole game together. If it were spread by other methods, it would instantly lose its connecting and normalizing link. No matter how much contempt the world looks at browser farms, when you consider them without stereotypes, you come to the conclusion that they are ideal for their concept: entertainment in your free time from being active on social networks. In my opinion, when we talk about the clumsiness of such gameplay, we are missing that creating ideal “Skinner boxes” is much more difficult than it seems from the outside, because everything can easily be overloaded with details and the essence of the genre itself is not well understood.
Examples of this can be found in the Strike Force Heroes sequels, which lost the necessary thread in their development path and ultimately began to gravitate towards other interactive entertainment. In principle, if you look superficially at all the changes, it is clear that the game was pumped up in all respects: image detail was improved, combat and customization became more complicated. It would seem that all these things should be beneficial, but they only ruined the games by introducing unnecessary mechanics and killing the aesthetics of simplicity. It’s as if they wanted to stop being browser games, not realizing that this requires much deeper ideas that affect the concept itself, and not just intensive development of its components. It’s as if the developers forgot that you love their game for the way it entertains, and not for the huge multi-tab interface.
So I wanted to bring everything to the point that when evaluating a game, you need to know not only the usual context in the form of creators, development, and the like, but even the distribution method, taking into account which even “Street Racing” will be able to please.