Can't match up to it's predeseesor
I mention in one of my previous reviews that MMM2 is about as good as an arcade game is going to get. Well I am happy to say that Momentum Missile Mayhem 3 caused that opinion of mine to stay exactly the same. Momentum Missile Mayhem 3 is worse than it's predecessors in many ways. Dz seems to have pulled the old stunt of trying to change a game that isn't broken by adding a bunch unnecessary gadgets to it or in this case game mode.
OK so now we've got those cards on the table lets start by looking at whats new in MMM3. There are 4 new game modes added, as priorly mentioned, which all looked great in the teasers dz posted on his news blog, but it seems in all the excitement of these new game modes the beloved old gravity launcher from the first two games was give the shaft and forced to sit on the side lines while 4 new weapons failingly tried to imitate it's awesomeness, and on that note, lets start with the first weapon, the gravity manipulator.
So this first weapon looks kinda cool, an energy ball similar to those used in the last two games only this time it fallows your mouse around. Looks cool, but actually using the damn thing is about as intuitive as learning quantum physics while piss drunk. Your not really given any hint or useful instructions on how to use the damn thing either. Alot of jargon and ambiguous terms make the brief description of the controls useless and so the briefing at the beginning of the first mission left me more confused than anything, and even once you master the controls though you'll find the gravity manipulator behaves somewhat unpredictably, sure it's fun to swing around but actually trying to hit something with it is more frustrating than it is challenging, and considering how much harder this game seems to have gotten that's saying alot.
Next is the artillery, a game mode where you pick different kinda bombs off a menu and try to time where you drop them with the enemy's movement. You can expect that most any time you hit with a shell it will kill it's target and even if it doesn't you won't be able to predict where it launches the tanks it didn't kill taking the momentum aspect out of the game. It sorta feels like something added just for the sake of having another game mode. This type of game play has been tried before and has been proven to be wildly unsuccessful. I thought modern arcade games were moving away for the whole bomberman style of play, it adds nothing to the game and just adds frustration.
Next is the Singularity cannon, which was probably the only game mode I actually liked. A gun that rapid fires projectiles like the ones from MMM2, that's Awesome! There are still plenty of nitpicks I could pick at it though like how it only has two types of the projectiles and the alternate fire, while fun to use, is completely useless for actually killing anything, but a least I was having fun with this one.
The next game mode killed my enjoyment however by giving me a little disk and telling me I had to kill things with it. The biggest problem with this game mode is that it's impossible to predict where the bloody things is going to go and this becomes especially problematic when you upgrade it more allowing to bonce around longer, often forcing you to wait around while it bonces uselessly on the wrong side of the screen, and since explosions slow the damn thing down upgrading speed isn't much help either.
I think it's fair to say that just about everything that was added to the game since MMM3 made it less fun to play. The terrain is glitchy often slingshoting tanks to their destination, the teleporter often cuts the distance the tanks have to go in half, and when tanks are coming from all directions setting up massive chain reactions like you could in MMM2 becomes near impossible. MMM2 had the right level of difficulty, MMM3 is just plain frustrating.
To summarize this ridiculously long review, if something isn't broke don't try to fix it. It's still a cool game which why I gave it 7/10 in weak justification, but MMM2 was fine on it's own, and didn't need a sequel.