![]() My demo concludes with one of the game’s five boss battles, a thumb-blistering encounter with a mech that makes all previous robo-baddies look like discarded beer cans. Waiting for the power-up to switch to your preferred use before attaining it adds a nice bit of strategy, especially when threats are bearing down all sides. The first and second upgrades bring temporary speed and a pair of killer companion drones, respectively, while the third freezes all threats for a brief period of time. Play Enemies also often drop a single power-up that cycles between a trio of uses: Wings, Firepower, and Shutdown. The titular Cactus, for example, wields a machine gun and flamethrower. Each of the eight selectable characters also have different loadouts, providing plenty of death-dealing options. The former, my primary weapon, sprays buckshot for as long as I hold down the trigger, while the latter – a Force push-like power that also electrocutes clusters of enemies - works off a cool-down meter. As Coral, I'm equipped with a shotgun and plasma field. There is some hope, however, primarily in the form of scrap metal-making hand cannons and power-ups. Ensuring those batteries are collected before they go bye-bye is in everyone’s best interest. While dying during battle leads to a quick re-spawn right where you left off, a depleted battery sends you-and your three co-op partners-back to the beginning of the stage. Did I mention it only stays on screen briefly before vanishing, often just a half-second before you can grab it? Toss in the fact the life-saving loot is usually surrounded by enemies, and you can begin to imagine the potential for arcade shooter-inspired intensity. ![]() ![]() ![]() The valuable resource is only dropped occasionally, though, so it must be scooped up before it disappears. Play While holding back hordes of killer robots, players must also manage a shrinking power source - one that’s only refueled by the batteries of fallen foes.
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