View Full Version : I really do appreciate the stunning visuals...
12-09-2010, 05:13 AM
But the game has no depth. It's the same 15 minutes over and over again. The game progression has a few forks, but not enough to make you forget that you just did the exact same thing 15 minutes ago.
If it weren't for the weapons configuration, this game would be described as 'disappointing'
Could be saved with a multiplayer VS, or MMO style play.
The game engine is peerless, but what the Developers did with it was made a repetitive demo from the world design in the tech preview and sold it as a title release.
It was fun for an hour. I hope future updates make it worth the money.
12-09-2010, 02:26 PM
If you check the coming soon additional content and multiplayer are planned :)
12-09-2010, 06:30 PM
A lot more stuff, including VS multiplayer, is in the works. Check out the "Coming Soon" screen in the game for more details.
12-09-2010, 06:42 PM
From the Engadget review:
Things do take a little while to ramp up, as your first few encounters with bad dudes will be an introduction to the control scheme more than actual life-or-death situations, but once you level up and your enemies stop telegraphing their attacks a week in advance, you'll find yourself legitimately challenged and there's an appositely rewarding feeling as you overcome each successively musclier foe. It's worth noting that your basic gameplay mechanic boils down to a series of one-on-ones, however there's plenty of (frankly surprising) variety and depth to the controls you have on offer and the intelligence of higher-level enemies certainly contributes to diversifying the experience so it never feels like a repetitive grind.
You have the ability to dodge, block, or parry attacks, while your own strokes of furious vengeance can be delivered via either your trusty metallic weapon of choice -- whether it be sword-shaped or more reminiscent of an axe, your protagonist will wield it in the same way -- or a spot of magical destruction, depending on your tastes. Mixed up together, the virtual buttons and gesture-based slashing represent your classic case of a control scheme that's easy to get the hang of quickly, but challenging and deep enough to require an investment of time to master fully. The most important thing is that it can be sickeningly satisfying, particularly because your blade cuts swathes through the enemies that directly correspond to the angles of your finger swipes. It just makes it that extra bit more personal.
12-10-2010, 09:10 AM
You need to see this game in context. It's basically a console experience in a phone. But not just that it's running in a phone but you have to realize that it's a game designed for short moments to play on your phone. Unlike a console we can spend hours playing a game. On a phone that same doesn't always hold true. It's a great way to create mini campaigns that anyone can finish in one playthrough.
Yes, it restarts a new bloodline but the different enemies and behavior and difficulty adds the depth you say is not there. I've found the later bloodlines to be even more fun than the first one.
Also, while blocking is the easy way out. Timing dodges and mastering parries is tons of fun. I've been working hard at trying to time parries as they tend to stun the enemy and sometimes opens it up for a stab. The game is more than a brash rush through enemies.
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