Capes is exciting. It’s a turn-based strategy game similar, gameplay-wise, to the X-Com series, but instead of defending the planet from an alien threat you’re leading a team of superheroes. Rather than shooting guns at extra-terrestrials, you’re telekinetically shooting chunks of rock at them, or teleporting to and then stabbing them, or sometimes just punching them, but it a super heroic way. If you want another comparison, it’s a lower budget, non-Marvel Midnight Sons, but with proper movement and no card system for your attacks.
We will begin with the game’s presentation, which is…okay. Graphically speaking it isn’t going to blow any minds, even the heroes’ ultimate attacks don’t really impress on that front, but it’s good enough to get the job done and combine with a few aesthetic choices that I like. Things like dialogue being presented with comic-style dialogue boxes in addition to being fully voice acted and some basic, but effective direction in cutscenes when establishing the area a level is set in.
It sounds pretty good too, voice acting is competent-to-good throughout, though there are a few anomalies with the levels on certain clips, where Weathervane’s ultimate scream is way too quiet. The dialogue they’re dealt is sufficiently comic book as well, with just that right amount of tongue-in-cheek campiness present in everywhere from the street level goons to the mustache twirling supervillains. It’s just enough to sell the comic styling outside of the cutscenes at base, which are actually cartoon rather than the 3D graphics of in-game. You won’t spend much time back at base, instead characters will pop up over a mostly static background for a conversation, each of them apparently unable to stand still as they have the exaggerated stances of Street Fighter characters, before you jet off for another mission.
These missions will take you all over King City, a dystopian city where developing superpowers is a crime punishable by being taken away, never to be seen
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