The A-Droid enemies have two main AI routines, the first are dumb lemmings waiting to be herded into a Limbo-like spiked pit, and the second are smarter A-Droids who can operate elevators and will not step blindly into a trap. If you have no points, or if you cannot reach a machine, you will not be able to save. A stingy mid-level save system doesn't help: it costs points earned from killing A-Droids to save at selected machines, but each consecutive save involves an unreasonable hike in points. One-hit kills ensure that A-Men is unforgiving - it's not just your character that dies, it's game over for the entire squad. Most gamers will be happy just to get to the chopper, though. If you're a strategic brainiac who can decipher the riddle layout of a stage to destroy every enemy and complete it in a fast time, you'll be rewarded with a high score and a prestigious S rank. The combination of a larger group of controllable characters and a higher required kill total provides a more complex array of environmental puzzles. Once you reach the final factory scenario’s set of ten levels you get to juggle more characters, with one asking you to manage four character classes at once. The stages have been designed to challenge your understanding of each character’s capabilities you don't choose which character to take into a level. At least the spy’s obsession with beavers raises a chuckle and his ability to disguise himself as an enemy, or herd them using ‘stop’ signs, is the last skill to master. He also carries off a mean Fu Manchu moustache, which is just one example of the game's wacky personalities, as demonstrated by humorous idle animations and annoying speech, and the stoned surfer lingo and a character who sounds like Sid from Ice Age aren't particularly funny. The muscleman can throw characters up to unreachable platforms and alter the position of crates, or drop heavy objects on A-Droids. The game’s variety grows as new characters and skills are introduced: the commando (not bionic, sadly) utilises a grappling hook and can float to safety from huge drops, using a parachute. He works alongside an engineer, who acts as the equivalent of a Lemmings builder, but can also destroy structures. Early levels start with a private who has simple rifle fire, grenades and explosives. The five controllable characters are drip-fed throughout the first half of the game. If you recklessly squander your skills, leaving your escape route blocked, you'll have to restart the level and may curse the repetitive nature of old-school dynamics that revolve around learning from your mistakes. Dotted around the landscape sit a designated set of character skill capabilities that you collect like power-ups, but you must constantly plan your next step. If you control two characters in a level, both must make it back in order to succeed. The core gameplay premise is to lay traps, so you destroy a required number of enemy A-Droids, however you must still ensure that all of your controllable characters have an open route back to the escape helicopter. Similarly, the prevalence of a jump button shouldn't trick you into believing this is a harmless action platformer: during the course of 40 levels and four different background scenarios, A-Men’s environmental riddles will boggle your mind and crush your will. However, don't let your guard drop because of cutesy presentation or upon hearing the flimsy story, involving blowing up a malfunctioning A-Corp factory that is mass producing deranged A-Droid robots. In the description on PS Store for A-Men Polish developer Bloober Team has thrown down the gauntlet to players by stating that its tactical 2D puzzle game is built for “hardcore gamers.” PlayStation gaming has a modest history of character swapping puzzle games as far back as 1997 the PSone had Lost Vikings 2: Norse by Norsewest, but A-Men is a welcome early entry for the genre on PlayStation Vita.
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