Somehow in the beginning of the second part, I managed to chain throw a guy around and killed everyone else in a few seconds. I have no idea how it is done. (edit: it was a superstyle move apparently)
Anyway here is my take on the combat system and controls:
QTEs are too forgiving and look fully deterministic, not fun.
Throwing things felt a little slow, that is the time between pressing X to grab an object and recognized X to throw is somewhat long to be useful when enemy is close. If square and triangle buttons aren't used for anything while holding an object, binding them to throws may be a good idea. That said aftertouch is quite fun, especially for dead bodies.
I personally miss manual block, it would be nice to be able to block in the middle of a combo. I do like heavy stance requirement for more powerful enemy attacks.
And stance toggles in the middle of a combo is also great.
Awesome counters, and particularly good use of motion sensing for recovering from KO and air combos.
Didn't feel the need to change the camera much but I agree tilt threshold seemed a little high.
I don't miss jumping during combat but having to walk around small obstacles is a little awkward.
And once again, awesome counters, and particularly good use of motion sensing for recovering from KO and air combos.
Overall very good demo and I wouldn't mind it being short if it came with a difficulty setting and without long initial loading time.
edit: I played the demo again, this time mostly with chained (range) stance, I cannot believe how good the animation is. Wonderful work really.
Anyway here is my take on the combat system and controls:
QTEs are too forgiving and look fully deterministic, not fun.
Throwing things felt a little slow, that is the time between pressing X to grab an object and recognized X to throw is somewhat long to be useful when enemy is close. If square and triangle buttons aren't used for anything while holding an object, binding them to throws may be a good idea. That said aftertouch is quite fun, especially for dead bodies.
I personally miss manual block, it would be nice to be able to block in the middle of a combo. I do like heavy stance requirement for more powerful enemy attacks.
And stance toggles in the middle of a combo is also great.
Awesome counters, and particularly good use of motion sensing for recovering from KO and air combos.
Didn't feel the need to change the camera much but I agree tilt threshold seemed a little high.
I don't miss jumping during combat but having to walk around small obstacles is a little awkward.
And once again, awesome counters, and particularly good use of motion sensing for recovering from KO and air combos.
Overall very good demo and I wouldn't mind it being short if it came with a difficulty setting and without long initial loading time.
edit: I played the demo again, this time mostly with chained (range) stance, I cannot believe how good the animation is. Wonderful work really.
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