The game is a budget title at $19.99 yet locks VR support behind a $9.99 DLC paywall. You're always aiming for a high score, even with inexplicable bonus challenges thrown at you (like kill 30 enemies in twenty seconds) that makes it feel even more like it belongs in an arcade. Eventually you get the hang of it but it gets frustrating when your sight ends up in the lower right corner of the screen and you spin around to fight someone else head on and have to either drag the cursor back up or pretend like you're trying to shoot and only that little corner of your glasses is clean enough to see. The right stick is cumbersomely slow and the left is rather fast which makes for some disorienting aiming structure. The main spin of the turret is controlled by the left analog stick whilst precision aiming is done with the right. Eventually you have a powerhouse gun that makes the game more of a "spray and pray." Enemies can come from 360 degrees, which kind of kills the benefit of holding a beachhead, especially in your unarmored turret. As you battle you get promoted, which allows you to unlock things like a more stable gun or chain feed to eliminate reloads.
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It's a risk/reward system that allows you to determine how to best eliminate the enemy. The first grade of support is a supply drop, followed by an infantry, mortar launches, and even an attack helicopter that'll pelt the small enemies and allow you to focus on the bigger threats. I did enjoy how you can bank supports for stronger ones. It's that happy stretch of the imagination where nuclear tensions are involved, Korea gets to throw it's whole military at you, the sole line of American defense, and you only get support if you blow up enough heads. There is a very loose story involving Korean and American tensions rising to a breaking point that boils down to good reason for you to shoot people. Therefore, it doubles down on that "Beach Head 2000" arcade feel.
![beach head 2000 gameplay beach head 2000 gameplay](http://assets1.ignimgs.com/2000/06/21/beachhead007-166072_320w.jpg)
With four levels (and day or night motifs) and nowhere to go, there's not much to see and only so many enemies the game can throw at you at once.
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You do have full 360 degree movement for aiming and shooting, but you are bunkered down in a single place. Red Shadow tries something new by sacrificing another aspect. Heavy Fire is an ongoing series, with the previous ones being on-rails light gun shooter style games, albeit usually with controller support (the WiiWare editions did offer Zapper support, and the Xbox 360 title had a four player mode, though all players had reticles on the same screen). Whilst Beach Head had home releases on PC, this is the first I've seen to offer an immersive VR experience.
![beach head 2000 gameplay beach head 2000 gameplay](https://images.igdb.com/igdb/image/upload/t_thumb_widescreen_large/zofyu5ywve0qmlmgvqy6.jpg)
Heavy Fire: Red Shadow looks to be a modern attempt to bring that gameplay home. Within, your generic Army guy must hold a beachhead by bunkering down and eliminating an entire army all by yourself. It's one of those my kids are always asking me to play despite the fact that it looks like it's made for someone at least over five feet tall, and probably a bit more careful than they'd be. It usually costs a dollar or two to play, despite it's age, thanks to the fanciness of the cabinet. It's got this tall, gangly spindle arm holding a VR helmet up in the air. There's this arcade game at a local pizza joint called Beach Head 2000.