To sum up the game in one word:
- It copies the AVA flash of pop up messages to let you know you done kilt sumone gud and mixes it with an attempt to copy the slow pace cover play system of the Ghost Recon series: just with horrible graphics so that people using steam on a Game Boy Advance can also play it.
- For some strange reason, Asian developers seem to love a good roll-system. If all else fails, roll somewhere. Warfa(r)ce has it's slide (bwahahahahahah, slide and shoot everything! have you seen footage of a team sliding through a whole campaign yet?), and Dizzel (drizzle) has its:
* roll, slow movement/clunky, ambiguous difficult to use cover system in the middle of anything exciting, strange recoil, 800x600 graphics, mentally challenged AI, and hilariously bad melee system with ridonkulous weapons that doesn't fit a cover team-based game.
So, in other words for the TL:DR crowd:
Drizzel is a formulaic game that attemps to give players a taste of every other FTP game on the market by gliding over and incorporating key elements such as:
ROLL (again), cover system, *unique melee combat, slow and irritating movement, poor graphics, ADS and of course the ability to pay for every second of enjoyment so that you put your parents in debt for the next 20 years.