Posted on: October 25, 2019

TerminalFerocity
Gry: Opinie: 18
Shallow in all regards.
This game's slick visuals and animations will fool you into thinking you're purchasing a character action game with depth, but in reality there's very little to be seen here. Like Metal Gear Rising, you can mash your light attack button and get an infinitely long light attack string with varied animations to make you feel like something impressive is happening, but beyond that the game features a heavily restricted moveset with only a few command input moves (some with redundant or useless properties). Don't be fooled by footage: the light attack string's animations change as the player gains a higher combo counter, but the properties of the attacks remain essentially the same and the input method for performing them remains mashing the same button endlessly. The shooting mechanics are equally flaccid, and the sum total of both parts is a game in which there's no point in doing anything beyond landing "perfect" dodges and blocks (both with extremely generous timing windows), mashing an enemy to death thereafter, and then shooting the ones that can't be mashed. There's no room for meaningfully unique approaches or combo variety, just the application of a combat algorithm to every enemy you face. Inclusions like the vertical launcher attack are a token effort at best, and the rest of the game's combat design makes them, once again, useless or redundant (you can't even jump in this game and unlike God Hand there's nothing interesting to do to enemies once you've launched them). The story has none of the charm of Suda51's (Goichi Suda's) previous titles. He doesn't have directing credit on this one, he shares writing credit with others, so don't expect another Killer7 or No More Heroes. The plot meanders aimlessly and even principal characters remain flat and uninteresting for the duration. The plot concludes in a way that is unlikely to satisfy anyone.
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