Medieval Shark 2 Game

There’s nothing like cruising through a medieval village as a shark, terrorising the inhabitants who for some reason seem to be living in said village that is inexplicably built next to a seemingly infinite strip of water. If you ask me, these people deserve all the destruction that comes to them in the game, but this is really besides the point here. Medieval Shark is a brilliant shark-attack game from Mausland Entertainment that brings the pain to countless numbers of village/town inhabitants, sailors, swimmers, and various creatures of mythical origin, and all set at some point in the middle ages. Exactly why it is set in the past is not for me to ponder; what isfor me to muse on as part of my occupation, however, are the ways that the game could be improved so that if a Medieval Shark 2 ever hits the internet, it will do so with considerable force and style that is superior to that of the original.

Keep your Axe; Give me an Arsenal

With the game’s movement towards medieval weaponry in the form of an axe that swings from your head and also an acquirable mace that acts in very much the same manner, you would think I would be satisfied with these weapons provisions, seeing as it’s quite a miracle in itself for a shark to be capable of using a weapon in the first place, flash animated or not. Sadly, I’ve been desensitised from a very early age from the comical brutality of Duke Nukem 3D (yup, MS DOS install on Windows 95) to the dark imaginings of Manhunt, and a few weapons doesn’t cut it anymore. I wouldn’t mind seeing a few more medieval weapons, such as swords, bigger axes and the ability to shoot various projectiles from the shark.

Time Travel, not Time Delay

Much like in ‘Miami Shark’, the delay in response of the shark to your controls is quite noticeable, with the attack function being quite considerable stifled by this. I find myself repeatedly pressing the ‘A’ button sometimes with the result still being only one or two chops/swipes for every twenty or so button-mashes (not that I’m counting). This is a general gameplay mechanic issue that should be taken care of. It seems to be improved in ‘New York Shark’, so this ask shouldn’t be a problem

Journey Through Time

Instead of waiting for multiple games to cover new ground, why can’t Medieval Shark 2 have us travel through time within the game? The term ‘medieval’ is fairly broad, covering from roughly the 5th to 16th centuries, so we could see a little historical progression throughout the shark’s journey while quite comfortably remaining within the parameters of the ‘medieval’ title.

Depth Perception

My final issue with the game is the lack of depth to the water, as well as the lack of height attained even with the super jumps. A deepening of the water as well as heightening of the vertical limits of the game would make Medieval Shark 2 much less restrictive.