New Heavenly Sword Info (screens included)

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woah

I was expecting to do a little hack and slashin, but suddenly I flying down a rope and the screen is telling me to go faster then I have to fly to another rope, and this game is cool, but I get to the top of a pedestal and then like OMG I'm gonna have a heart attack because chains are flying and my button mashing is like the first time I played tekken, look at the pretty scenery, oh noes there are 50 million baddies, wow look at the physics, was the girl at the beginning gollums sister. Shizter the tower is falling, and cool there are flying sword thingines and slow motion voices?? look at stuffs break. demo ends. -- end brain dump.

Sorry for that mess, but, wow! That was the most intense demo I've ever been thrown into. The game looked great. I'm sure it played great, I just need to play it a few more times to figure out what I'm doing, but it was fun nonetheless.

This seems to be the kind of game, that if it lasts long enough will kill someone from heart failure like those blokes in south korea who play starcraft for obscene amount of hours.
 
@ninzel: you're panicking too much when you play. Take the time to watch your enemies and control your attacks. Nariko will block most enemy blows, save for power-strikes, so the danger is mostly limited to changing stances and attack recovery time. Also, it's very easy to perform combos, since she'll linger briefly in the appropriate pose from the previous button, so you can easily chain. You're just making the game more complicated than it is supposed to be by playing it like a button-masher.

I wish demos like this would actually come with a text write up explaining all the stuff like how to block who,stances ,etc. The combos I can see from the menu screen.
I really believe that a player shouldn't have to go to the internet or do any research as to how to play a game,or discover it by accident. The game should teach you everything you need to know.
It sounds like a lot of people here appreciating the game,have done some research on the game and maybe the final game will in fact walk you through the learning of the combat.
Like I said before though I'm going to play the final game and try to do it better,because the storyline,characters and production values are compelling enough for me to want more.
 
I wish demos like this would actually come with a text write up explaining all the stuff like how to block who,stances ,etc. The combos I can see from the menu screen.
I really believe that a player shouldn't have to go to the internet or do any research as to how to play a game,or discover it by accident. The game should teach you everything you need to know.
It sounds like a lot of people here appreciating the game,have done some research on the game and maybe the final game will in fact walk you through the learning of the combat.
Like I said before though I'm going to play the final game and try to do it better,because the storyline,characters and production values are compelling enough for me to want more.

You'll have to - because this demo was very easy - doing button mashing in the final game will find you very very dead.

Plus "I wish demos like this would actually come with a text write up explaining all the stuff like how to block who,stances ,etc. " - slightly ironic when it does have very in depth descriptions of all of those. Go to the controls option then press right and you get text explanations for you - not internet research needed :)

Moral of the story is - give a game/demo your time and it will repay you in spades.

Deep
 
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I wish demos like this would actually come with a text write up explaining all the stuff like how to block who,stances ,etc. The combos I can see from the menu screen.
I really believe that a player shouldn't have to go to the internet or do any research as to how to play a game,or discover it by accident. The game should teach you everything you need to know.
It sounds like a lot of people here appreciating the game,have done some research on the game and maybe the final game will in fact walk you through the learning of the combat.
Like I said before though I'm going to play the final game and try to do it better,because the storyline,characters and production values are compelling enough for me to want more.
The demo is the beginning of the 2nd Chapter, the first chapter holds your hand through the combat.
We didn't want to the demo to be a tutorial and this is the earliest 'proper' game, so its as easy as will every get in game but hopefully fun enough for you to want more.
 
The demo is the beginning of the 2nd Chapter, the first chapter holds your hand through the combat.
We didn't want to the demo to be a tutorial and this is the earliest 'proper' game, so its as easy as will every get in game but hopefully fun enough for you to want more.
i want more! :cry:

i must say, i love the game so far. great job guys!
 
DeanoC, did NT have time to put in Playstation Home integration ? Someone "said" Sony is kinda slow in providing the SDK. Was wondering if you received the kit early enough to do something about it.

Great demo. I didn't know what I was doing, but I survived. When I woke up this morning, I was thinking I need to find time to figure out the controls. The fights were chaotic, so I wasn't sure if I entered the sequence correctly. :)

Actually the first thing I did was to examine the small area, inch by inch, right after Kai's cutscene. I also fell to death quite a few times because I wasn't focusing on the QTE but the scenery behind.

I was hoping when left idle, Nariko would pull out a ground sheet and picnic somewhere. :D
 
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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.
Personally, I'd think that was part of the design, to keep it more in bounds and less in the way of an overused, abusable mechanic that distracts you from... well... the Heavenly Sword. ('s why that damn kick in Dark Messiah bugs me so much.) Throwing IS rather a long-range kind of thing, after all, so you can hardly blame it for not being as useful "when the enemy is close"... ;)

I'd rather see a couple levels, instead; say a "quick hurl" or a "kick-hurl" (which you see a lot of in martial arts action movies anyway) as opposed to "pick up completely, and hurl it like a soccer sideline throw with far range, aftertouching, etc.," where the damage is minimized but the distraction is useful in breaking up combatants.



Also, to Ninzel, I'm not sure how many of these types of games you've played, but just about all of them start off like your complaints; fast, frentic, lots of button mashing... The telling point is in how they develop, and how you adapt to them. Some games have very little tactical depth (Drakengard, certain Dynasty Warriors) and keep you button mashing or repeating the same combo over and over... Some like the Gods of War try to balance for overall fun, action, and speedy learning curve and don't have as much "end game meat..." And some like the DMC's and Ninja Gaiden (and what is, I believe, Heavenly Sword's aim) give you enough growth and depth and later emphasis on timing and understanding the resources you can use, when and how to use them, and turn it into an "art of button control" that resembles "mashing" in no way, shape, or form... provided you've given it enough time. (And are up to it. ;) These games can be quite difficult for some people, so it really needs to be something you want to "get," as opposed to bludgeon your way through.)
 
Here's a real conversation that we overheard as two guys and a girl turned down Sony row and the guys lit up with excitement.

Girl: God, should I just leave you two here?
Guy 1: Honey, look. It's Heavenly Sword.

The girl looked, the icy expression on her face was turned to awe, and the trio moved into the throng of onlookers for an up-close experience.

If you haven't noticed, Sony's been taking it on the chin the last few months from just about everyone in the gaming industry. That said, it has been refreshing to see their booth constantly overrun with slack-jawed fans dumbfounded over graphic powerhouses such as Uncharted, Heavenly Sword and Ratchet. These people stand there, play and then stick around to watch some more.

http://ps3.ign.com/articles/808/808689p1.html
 
5 min demo my ass! More like 3mins!

Anyway it still good. Shortest 1GB demo ever. But still good.

Played through it a few times. 1 GB of data just for those handful of minutes. I still find it hard to believe. An AVC encoded avi of my playtime would have been a small fraction of what the demo was!
 
All the combo/stance information is in the demo, just read it (push left to go through the different stances, including air combo's), thats how I learn't how to do air attacks. Hold L1 then triangle to throw them in the air, then X to jump into the air...

Good fun, but i wish it was a longer demo, I hope I don't finish the game as fast :p

Any word on the finished product will it have v-sync issues?? (that was my main gripe with the 360's games).

edit just found this http://forums.gametrailers.com/showthread.php?t=134232
 
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Someone will write up a walkthrough with the combo list on gamefaqs.com, if they haven't already.


I heard the demo is based on an old build? Is this true meaning there's been changes since?

Or is this demo a fairly recent snapshot of the game?
 
You'll have to - because this demo was very easy - doing button mashing in the final game will find you very very dead.

Plus "I wish demos like this would actually come with a text write up explaining all the stuff like how to block who,stances ,etc. " - slightly ironic when it does have very in depth descriptions of all of those. Go to the controls option then press right and you get text explanations for you - not internet research needed :)

Moral of the story is - give a game/demo your time and it will repay you in spades.

Deep

I guess I missed the explanations then because when I looked in the menu under controls,I just saw the combos and no prompts for further explantions. I'll give it another look.
 
The demo is the beginning of the 2nd Chapter, the first chapter holds your hand through the combat.
We didn't want to the demo to be a tutorial and this is the earliest 'proper' game, so its as easy as will every get in game but hopefully fun enough for you to want more.

Ya I figured it was something like that. I didn't think this was the beginning of the game.
Anyway,the game looks like it's coming along really well. I hope the final game mixes up the pacing like the demo does. I liked back and forth between the interactive cut scenes and the combat. RE4 didn't do enough of that.
 
Also, to Ninzel, I'm not sure how many of these types of games you've played, but just about all of them start off like your complaints; fast, frentic, lots of button mashing... The telling point is in how they develop, and how you adapt to them. Some games have very little tactical depth (Drakengard, certain Dynasty Warriors) and keep you button mashing or repeating the same combo over and over... Some like the Gods of War try to balance for overall fun, action, and speedy learning curve and don't have as much "end game meat..." And some like the DMC's and Ninja Gaiden (and what is, I believe, Heavenly Sword's aim) give you enough growth and depth and later emphasis on timing and understanding the resources you can use, when and how to use them, and turn it into an "art of button control" that resembles "mashing" in no way, shape, or form... provided you've given it enough time. (And are up to it. ;) These games can be quite difficult for some people, so it really needs to be something you want to "get," as opposed to bludgeon your way through.)

The only games of this type that I've played and enjoyed were the God of War games so my experience is admittedly limited. But I think my newbie input is valuable because this game will hopefully sell to a lot of people and a lot of those people will be casual newbs to these types of games like me.
I fully admit that I AM the button masher here and can see the game has options.
It's just a matter of whether or not I have the patience to learn it and appreciate it.I hope I can and do.
 
First things first...wow! The game is beautiful -- incredible graphics and artwork. I particularly like how stances are implemented in the control scheme. It makes switching between ranged / power / normal attacks on the fly and comboing them a breeze.

I didn't play with the six-axis controls much aside from a few arial combos, but at least it appears like they aren't getting in the way, which is always a good thing. The lack of a jump button was initially discomforting, but I will probably adjust to it. The camera seems to be very well behaved, unlike the atrocious camera in Ninja Gaiden Sigma. :)

Just from the 5 minute demo, it's evident the game has a fantastic cinematic quality while taking the 3rd person action genre to a new level. I'm extremely impressed and my money's on Heavenly Sword for PS3 game of the year!
 
The demo is the beginning of the 2nd Chapter, the first chapter holds your hand through the combat.
We didn't want to the demo to be a tutorial and this is the earliest 'proper' game, so its as easy as will every get in game but hopefully fun enough for you to want more.

I'm guessing it's an older build, or at least cut down from what was shown at E3? The E3 demos seemed a tad more polished and I was able to play around with more stuff (i.e. was able to hop on a giant cannon and shoot big-ass cannon balls into crowds and such)...
 
First of all, let me say that my experience with these sort of games comes from demo's as this isn't a top genre for me. The 3 demo's being GoWII, NGS and now HS.

Graphics and sounds, HS takes the cake. That goes without saying.

In terms of controls, I found NGS to be the most satisfying. The block and jump buttons are quite useful in that demo and add another dimension for sure.

HS without those buttons is like having a driving game without a button to brake with! Just get yourself on a certain position on the track and car will brake for you. I rather have the option of doing it myself.

GoW had the "powers" which made it pretty cool. I expect, due to graphics and such the scripted sequences, where you just react in the cinematic, will be much better on HS. Hopefully the story for HS will be deep. GoW was epic in the sense that you have a guy turned into a God who then takes on God's! In comparison, you have a ninja girl who wants to save her tribe. Hopefully there will be a lot of twists and such in the script to keep it moving forward.

The combos, esp. with the sixaxis are quite complicated and unless you're hardcore into these games, they'll prove more frustrating than rewarding. I expect casual gamers to have a hard time and just resort to button mashing. Rental for me, so far.
 
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