New gameplay from Leipzig
http://www.gamersyde.com/news_4846_en.html
so who are you going to believe?6 hours!!!
That's too short and a huge diference from the 10-12 the others said...
so who are you going to believe?
I don't know!
There is one thing certain, I'll find it out on my own when I finish it
Then again Gamespot hasn't reviewed the game yet. And I'm sure that they won't lie about it being short or otherwise.
Of course you might be referring to a dev post that I missed stating otherwise?
That'd be nice.
yeah that's actually a pretty good point. maybe the guy was exaggerating because he said it was the only major problem with the game.Well all the comments from Tam I've heard was 12-15hours. It was Lair that was said to be 10-12 hours. SO i don't believe 6hours in the least.
It's the kind of problem that persistently arises during Heavenly Sword: throughout you can't shake the feeling that you're playing a tangled mess of brilliant ideas desperately failing to wrestle themselves free from some incredibly misguided implementation. For instance, it's a serious misstep when the strongest aspect of your game - sword play - is sidelined for almost 50 percent of its runtime. The very first level employs a massively hobbled version of the combat system which simply has none of the visceral thrill or satisfaction of the fully-fledged engine. Throw in the decision to completely remove sword fighting again in chapter three (of six, one of which is simply a boss fight), replaced by some over-egged archery, then cripple it later still with some pretty but soulless silliness, and it adds up to maybe three to four hours of decent combat in a game which takes a rather embarrassing, and distinctly un-epic, six or seven hours to beat.
As much as we like Heavenly Sword's basic combat, enemy encounters - without exception - play out identically every single time; you enter a small, enclosed area which is locked down until you've cleared it of opponents, then progress to the next tiny section, ready to do it all again and again and again.
Adding to the frustration are a number of smaller - but no less cumulatively infuriating - issues: some terrible checkpoint implementation means you'll frequently find yourself replaying large sections, generally only to hit the same troublesome point ten minutes later, ready to start all over again. Inexplicably too, the apparent eight-point axis your character turns on - presumably to exert more control during heavy combat - is hugely inappropriate for navigating narrow walkways and corridors. Worse still, it makes aiming with projectile weapons in third-person view hugely imprecise - not great when certain sections demand you aim on the move.