PlanHex
Arcane
Joke's on you guys, I bought it on steam when it was 50% off a couple of weeks back.
consarnit said:I've got to say, while the visuals in the game were nice, the gameplay itself was awful. I managed to make it through the entire game without ever using block or dodge or those exploding skulls; the lock-on system was simply an impediment to fighting (since focusing too much on one guy meant others would inevitably shoot you) -- I would've gone through the game without using it, but you can't avoid it since it auto-locks when you do a charge attack and inadvertently locks when you pick up a weapon.
On top of that, the boss fights against the Hunter seem to be broken. When played the way they seem to be designed to work -- running around avoiding and picking off squirrels while whipping off shots of opportunity against the Hunter -- they're extremely difficult. But if you just stand there, take your aim, and continually shoot the Hunter, he never gets more than a shot or two off.
It was seldom possible to figure out why I'd won certain fights against the heavies, when I'd lost other times engaging in identical tactics. In the final boss battle I also had the experience of losing dramatically, then winning with ease, without a significant change in strategy.
The game relies upon one of the most narratively annoying tools: making you lose battles you're winning. This happens three times. Then, in the final battle, you can't beat the final boss, leading you to assume that this is the fourth "let them win" moment (one had already occurred against the same boss). Wrong. If you let the enemy win, you lose. On this enemy, and this enemy only, you have to switch combat modes to finish the fight. Yawn.
The shooting weapons are totally unsatisfying. They lack "weight" -- for lack of a better word -- and universally feel like pea shooters. The shooting sequences are tediously easy and slow. Of particular tedium is a long sequence against the "stone men" at the midpoint of the game.
It's probably the most linear game I've played in years, and much of the linearity is frankly goofy -- "minefields" are used twice to keep the player from wandering into open places; walls 6 inches high bar you path (since you can't jump); fence gates can only be opened by your companion; etc.
The voice acting is fair but not great. The emphasis is consistently put on the wrong words, particularly by the actress playing Deadra. Other actors do a better job, though the misemphasis is common. The voices are often too soft to hear, so I played the game with subtitles on. The written text is rife with typos, and certain names are pronounced oddly. The city called "Halstom" is spelled "Halstedom." I'm not sure if they dropped a syllable in the recording script and forgot to change the written script or what. Some voices were outright bad, but mostly they were just very inconsistent.
The visual design is quite good, but the game is a poor vehicle for enjoying it. It always seemed like something was blocking my view, or forcing me to keep looking around, so I never could really stop to admire things.
Although the characters weren't especially interesting as characters, and although the big reveal in the ending was obvious to me from about 1/3 of the way through the game, there was still a certain charisma to the whole cast that really kept me hooked. Particularly, Father-Mother's visual design and Golem's look, voice, and forebodingness were solid.
I'm not sure why people say the ending is vague or unclear. It's not in any way. It's just a cliff-hanger ending.
The game is very, very short. Maybe 4 hours long. Since it's so unengaging to play, I have no interest in a second go.
Brother None said:before the genre was refined into its high-point (Streets of Rage 2).
Edward_R_Murrow said:God Hand would like a word with you.
Edward_R_Murrow said:So is this game decent? Sounds like a lot of cheap difficulty, and fighting in first-person makes me think off-screen attacks would be killer. Is this better than taking a gamble (though a decent one) on MadWorld?
Brother None said:Never heard of it. Don't really play console anymore. I seriously doubt it's better than SoR2 though.
I haven't really looked at MadWorld so I can't say.
The fighting feels intuitive and - like beat 'em ups - depends less on your manual key-manipulation ability and more on common sense.
If you're good on your feet, realize circling is important and move about getting the enemies to get in each other's way, you'll find fighting is pretty good.
Like beat 'em ups tend to, this game does throw unfair fights at you, and if you get surrounded or cornered you're fucked.
But like I said; if you think from the descrition that this world's design would appeal to you, go for it. It backtracks in the last hour but before that it's a 3-hour roller coaster ride of some of the greatest world design we've seen in years. It's weird, but it's consistent and beautiful, puts the shit a lot of AAA studios turn out to shame.
MadWorld was shit. It's like you went in expecting something great because it was made by former Clover, but instead you got the very embodiment of everything wrong with the Wii (gimmicks, minigames, short, easy, tedium)
DLC is evil and corrupts the children, no matter what form it takes.Brother None said:The first DLC is free, racofer.
Oh my. I thought I was all alone in here thinking SoF 2 (and the other two as well) were the pinnacle of beat-em-up games. Glad to know other people saw the light.Anyway, the fights are surprisingly good, but it still feels like a rather simple-end beat 'em up, before the genre was refined into its high-point (Streets of Rage 2)
Well, kind of. You end up just running around and spamming the same attacks (sprint + elbow, run away and time haymaker, use clubs on big enemies, spam guns if you have them) most of the time, there's not very much variety or depth (I'm only half way through, then i got bored, so for all i know it could change half way through). If you're hoping this is going to be ninja gaiden in fps, you're going to be mistaken though. Personally I think it may have been more interesting as a shooter/adventure game with strange puzzles and possibly a more balanced version of dark messiah's combat engine.So it's less about pure twitch and more about using the right moves at the right time? Sounds good. That's one of the many reasons why Ninja Gaiden is truly something.
Sounds decent, but seems kinda repetitive from the way you say this. The way I'm interpreting it (and I could be totally off) is that it falls onto one of the key flaws of old beat em' ups; that you just spammed the same ultra-effective moves/tactic ad nauseum to victory.
Are there ways out? Like the typical super-move, screen-clearer, space-maker kind of stuff that can be saved for these scenarios? And is it your own fault when this happens as opposed to artificial difficulty?
So it's a nice environment I take it? Does the environment factor into gameplay, or is it purely aesthetic?
Edward_R_Murrow said:Damn. That pretty much sinks every Wii game. No More Heroes was the same way. Shit, at least the Gamecube had Viewtiful Joe, F-Zero GX, and shit. The Wii is turning out to be one of the worst impulse buys yet. I don't really own a single game for it now. I just rent stuff. And on that, is it at least worth a rental of some sort, or is that shit?
That happened to me too. I was playing this game called "Knights of the Round Table" and yet every voice-over pronounced them as "Nites of the Round Table" I mean WTF? It's like they deliberately mis-spelt it in the game's title or something I dunno. It should clearly be pronounced "Kerniggets of the Round Table". I'm very upset about language.WanderingThrough2 said:From TIGSource:
consarnit said:The city called "Halstom" is spelled "Halstedom." I'm not sure if they dropped a syllable in the recording script and forgot to change the written script or what.
Edward_R_Murrow said:If you have a PS2, it's worth a try.
Edward_R_Murrow said:Sounds decent, but seems kinda repetitive from the way you say this.
Edward_R_Murrow said:That's one of the things the action games that spawned from them (Ninja Gaiden, Devil May Cry) really corrected in force, by making varied enemies who must be fought by equally varied methods, keeping things fresh.
Edward_R_Murrow said:This game does sound unique enough, and a Western dev actually making a good action game would be nice.
Edward_R_Murrow said:Are there ways out? Like the typical super-move, screen-clearer, space-maker kind of stuff that can be saved for these scenarios? And is it your own fault when this happens as opposed to artificial difficulty?
Edward_R_Murrow said:So it's a nice environment I take it? Does the environment factor into gameplay, or is it purely aesthetic?
consarnit said:I've got to say, while the visuals in the game were nice, the gameplay itself was awful. I managed to make it through the entire game without ever using block or dodge or those exploding skulls; the lock-on system was simply an impediment to fighting (since focusing too much on one guy meant others would inevitably shoot you) -- I would've gone through the game without using it, but you can't avoid it since it auto-locks when you do a charge attack and inadvertently locks when you pick up a weapon.
...
It was seldom possible to figure out why I'd won certain fights against the heavies, when I'd lost other times engaging in identical tactics. In the final boss battle I also had the experience of losing dramatically, then winning with ease, without a significant change in strategy.