nine
07-27-2007, 11:41 AM
No word of the demo here yet? Odd.
Well then I will start with my humble thoughts about the demo.
First things first: I know this is just a demo and the code is months old yadda yadda yadda...
From a technical standpoint the demo isn't much of a showcase title. Tearing, major slowdown, jagged lines, sound glitches, odd physic reactions, clipping problems. The framerate isn't very good at all even when the camera pans nearer to the action and doesn't show much of the vista. I have seen some strange hiccups in the transition between animations. The game seems to jump sometimes from one animation to another and just skip the transitionframes in order to catch up with the key presses. There is also some kind of delay to the response of the character when you press a button. It's not much but it does get annoying after some play throughs.
The art design on the other hand is very nice. The demo starts at a cliff overlooking a valley with a shaolin sort of temple in the middle. Complete with some very good looking waterfalls in the distance the demo level looks very good. The next thing you do is running down some thick ropes which connect the cliff to a pillar with some enemies on top. Those start to chop through those ropes and there is some times button pressing involved to land on the pillar. There the first fighting starts.
At first I have tried to fight of the enemies God of War style by just buttonmashing. This doesn't work very well at all. The way to play this game seems to wait for an enemy until he starta his attack and then counterattack. Some combos break through enemy defences so you can off with such a combo and then chain some more slashes on top of it to finish off the enemy - but just waiting and counterattacking works better and looks cooler (at least for those henchlings in the demo).
Pressing L1 or R1 switches to a faster long range or a slower power stance. It's a nice touch that its possible to chain different stances together in one combo but I'm not good enough to willingly chain together some of those multistance combos. I had some nice combos per random button mashing though ;)
after some time there are filling up some orbs in your health hud. those indicate that you can pull off some cinematic mega moves. since they're clearing most/all enemies onscreen I would suggest to stay away from them because after two waves of enemies the demo is over. after getting used to the combat system I was able to clear the entire demo from the moment you first play your character to the end screen in about 3 minutes.
My final demo verdict:
Having a more tactical combat system than other games of this genre (God of War, Ninja Gaiden, Prince Of Persia, etc.) together with the slick looking art design seems to be a interesting mix. But this is in no way the system seller everybody thought it would be. At least when you take the demo as a indicator.
So I hope this was of interest for someone here, and I would love to hear your thoughts on the demo.
Well then I will start with my humble thoughts about the demo.
First things first: I know this is just a demo and the code is months old yadda yadda yadda...
From a technical standpoint the demo isn't much of a showcase title. Tearing, major slowdown, jagged lines, sound glitches, odd physic reactions, clipping problems. The framerate isn't very good at all even when the camera pans nearer to the action and doesn't show much of the vista. I have seen some strange hiccups in the transition between animations. The game seems to jump sometimes from one animation to another and just skip the transitionframes in order to catch up with the key presses. There is also some kind of delay to the response of the character when you press a button. It's not much but it does get annoying after some play throughs.
The art design on the other hand is very nice. The demo starts at a cliff overlooking a valley with a shaolin sort of temple in the middle. Complete with some very good looking waterfalls in the distance the demo level looks very good. The next thing you do is running down some thick ropes which connect the cliff to a pillar with some enemies on top. Those start to chop through those ropes and there is some times button pressing involved to land on the pillar. There the first fighting starts.
At first I have tried to fight of the enemies God of War style by just buttonmashing. This doesn't work very well at all. The way to play this game seems to wait for an enemy until he starta his attack and then counterattack. Some combos break through enemy defences so you can off with such a combo and then chain some more slashes on top of it to finish off the enemy - but just waiting and counterattacking works better and looks cooler (at least for those henchlings in the demo).
Pressing L1 or R1 switches to a faster long range or a slower power stance. It's a nice touch that its possible to chain different stances together in one combo but I'm not good enough to willingly chain together some of those multistance combos. I had some nice combos per random button mashing though ;)
after some time there are filling up some orbs in your health hud. those indicate that you can pull off some cinematic mega moves. since they're clearing most/all enemies onscreen I would suggest to stay away from them because after two waves of enemies the demo is over. after getting used to the combat system I was able to clear the entire demo from the moment you first play your character to the end screen in about 3 minutes.
My final demo verdict:
Having a more tactical combat system than other games of this genre (God of War, Ninja Gaiden, Prince Of Persia, etc.) together with the slick looking art design seems to be a interesting mix. But this is in no way the system seller everybody thought it would be. At least when you take the demo as a indicator.
So I hope this was of interest for someone here, and I would love to hear your thoughts on the demo.