Light Strike -
Items:
Assault striker w/target (3 different color variants) - $39.99
Light Striker Pistol w/target (3 color variants) - $29.99
Enemy Scanner (attachment) - $14.99
Rapid Fire Striker (attachment) - $12.99
Included power settings:
“Laser Strike” - 12 shots - disables enemy in 12 hits
“Stealth Strike” (silencer mode) - 12 shots - disables enemy in 12 hits
“Pulse Strike” - 16 shots - disables enemy in 8 hits
“Rail Strike” (powered shot) - 8 shots, disables enemy in 4 hits, slower reload than other modes, slow RoF (Rate of Fire)
“Sonic Strike” (powered shots) - 6 shots - disables enemy in 3 hits - slower reload and RoF
Attachments:
Rapid
Fire Striker - Significantly more shots than normal “Laser Strike”
mode, and in full-auto so impossible to really count amount of shots -
disables enemy in 8 hits, slow reload, HIGH RoF
Enemy Scanner -
Detects
enemy strikers in the surrounding area, aesthetically functions like a
sonar, beeping in the direction players on other teams can be found,
also increases damage from built-in weapons
Thanks
to the fine folks at Light Strike, they sent along the above items for
me to take a look. All I can say is, “Impressive, most impressive.”
First
up, your basic Striker. It’s a pistol, with four buttons on top and
the power switch. Volume, shield, team select, and four weapon
settings: Laser, stealth, pulse, and sonic. It’s missing the “Rail
Strike” the Assault model has, but you don’t have to hit a reload
button. Thematically, it’s as if the blaster “overheats” and needs to
cool down. The Striker also has a flip-up sight which is a nice touch, a
jack for headphones. It feels really good in-hand, the handles are a
good size and fit both kids and adults (my 9 year old nephew had no
trouble using it).
Next,
there’s the Assault Striker, a rifle unit. In addition to to the same
buttons the Striker has (but integrated into the body of the tagger, as
opposed to the four buttons on top) It has the same weapon settings as
the pistol, with the addition of the “Rail Strike” setting. There’s
also an additional “fingerprint scanner” that players must use to
activate the blaster before it can be fired and a semi-auto (three round
burst) mode, and single shot mode. The bread and butter of the Assault
model is it’s modular capability. You buy an attachment like the rapid
fire system, refractor cannon, scope, or enemy scanner and it changes
the functionality of the striker. So IN ADDITION to the settings it
came with you now can expand your repertoire and play style depending on
what attachments you’re using. Attachments, that ACTUALLY do
something! And good range, reliability, and utility right out of the
box.
The
strikers themselves overall have a nice weight, easy trigger action and
just holding the trigger sends out a constant stream of shots. And
just because Wowwee makes “Paper Jamz” that doesn’t mean these strikers
are paper. It’s a robust plastic! The strikers also come with an
additional target that changes color based on your team selection, both
for practice and if you want to add a layer of challenge to your
traditional gametypes.
The
strikers have their target on the front of the blaster. This
positioning leaves it easy to take some liberties, through testing we
found hiding the blaster behind your back makes it easy to hide the
sensor. With the targeting vest this isn’t possible, as the sensors are
out in the open, and maybe going prone is the only way to block the
sensor after this. Also, with more than 2 players putting the blaster
behind one’s back won’t work with proper tactics. One other thing is
that when you play with just the blasters, a player can switch teams at
any time. It would be easy to switch teams without the vest, either on
accident or if you were trying to cheat. Also, respawning is done by
just turning the striker on and off, so less scrupulous individuals
might exploit this as well.
Now
nevermind the strikers already get pretty much 50’ out of the box, but
you’re also getting a multitude of different strikers in each unit,
balanced out in power vs. rate of fire vs. reload time. Throw in the
attachments, the vests, the added factors of the ITS (Intelligent
Targeting System) and you’ve got the makings for some pretty intense
games in an immersive experience not really shown by anything else out
there yet. You heal, respawn, set timers, sentries, medic stations, and
there are some serious pieces here for a grand game time puzzle. The
trick is just getting through that initial investment of all the pieces
being sold separately, plus batteries. Have no fear though, the
attachments don’t require batteries. Just the strikers, ITS, vests, and
targets. Each piece adds to the gameplay - vests make players able to
heal each other, and the ITS has a number of different functions. If
you’re willing to make the investment you really wouldn’t regret it,
there is definitely some serious potential for you and your friends
depending on what you devise. Light Strike provides the items, but the
replayability and variety is definitely on the part of the play
A pretty serious oversight though has to be on the visibility of the lights on the strikers outdoors. IN bright light, it's near impossible to read any of the light displays on the strikers. In the video below, you might be able to see what I'm talking to about. Bright sunlight just washes out the colors under the frosted plastic sections of the strikers.
Here's how a little play went:
Pros:
- No clean up
- Big ranges out of the box - 50’+, under 100 w/Scope attachment
- Different play styles - high RoF./quick reload vs. high-power
- Easy to track hits
- Easy to pick teams
- Out of the box, ready to go.
- Reloading at the press of a button
- Expand game play w/ other purchases, ITS and chest, targets - initial expense can be a hit, but really adds to the gameplay
- Customizable experience
- Lights are fun and bright, exciting to watch and fun to hear
- Accuracy seems pretty spot-on
Negative:
- Expensive to get started, must remember you get multiple blasters with each toy.
- Lights difficult to see in bright outdoor light
- Easy to cheat
- Respawning is too easy - easy to refill health and reset without anyone noticing
- Easy to switch teams after a game has started
- There
is the chance this might add to gameplay as well (find the spy) but
very easy to swap colors if players want to screw up a game type (this
might happen on accident as well
- Some
weapons might be broken - the Scope outranges AND has a high RoF with
the Stealth Shot. Might need regulation on the part of the players, or it might not be as bad with more players.
Labels: enemy scanner, heartbeat sensor, laser, laser tag, light strike, play, tagger, team sports