What a beautiful aaaamazing magical island! I reaaaly hope Techland will one day turn their magical hands to making fictional/dark fantasy/original worlds. If this is the level of beauty, believability and human emotion they can bring to a contemporary world setting my brain explodes and imagination is watering at what they’d do within their own original worlds!
Looks quite beautiful at times and the vegetation growth is a beautifully brave and interesting idea. Too bad it looks a bit repetitive, but I’m definitely curious of the other zones.
Yeayy, England’s industrial revolution! I’m happy to see how the series is making it’s way through all the properous countries in their respective periods through history. It’s ironic though given the “for the poor” tendency stories. :)) Hope they’ll get to Asia, ancient Middle East and hopefully one day even Greece, Egypt & Rome too. I guess hoping for Assyria is a bit too much to dream of though.
As cool as I find this trailer now I think it’s largely because of the many beautiful memories, because if I try to have a detached look at it I would probably dislike how empty/flat many of the environments look and that it seems to be all about fighting bosses. There reason I’d be wrong though in not playing it after this trailer is because what the trailer doesn’t show are the many choices and paths you can take, the many ways you can approach things and the beautiful ways in which you can get lost in the worlds realistic deadends… the feeling of exploration.
And with all 3 addons… man, there’s a LOT of exploring to do in there for anybody who hasn’t played it.
+, +, + at times the environments are quite fantastic. Not all levels though, some or rather dry and uninteresting, but maaan, when it shines it really shines. Breaking apart bits of interesting architecture in an empty space rearangement in abstract yet meaningful ways was the part that most impressed me, but there were also very interesting other locations and contracts, including to my surprise rather late in the game a uniquely used graphical chalk look environments for planning storytelling
– waves after waves of similar enemies
+ however this is slightly counterbalanced by the quite through/reflex thinking provoking series of key combos, even to some extent customizable. On a physical reflexive plane it at times feels quite satisfying
+, + very interesting story told in quite bold cutscenes with nice cinematic work.
-,+ punishingly tough at times even on the easiest level, though once you accept that I must admit there’s a certain elegance in the way it pushes you to play inteligently even with fast reflexes
+ pushes the cinematography for a game medium to surprising places
– annoying music with the angry voices, I mean at times it is atmospherically aggressive rock, but mostly it would have IMO been much better with just instrumentals
+ interesting cast of characters
+,- the colors of the game had good and bad moments, sometimes the stylization felt good, while at other times the over saturation filter on everything made things burn out in not so good looking ways.
+ great idea with the switching between the real and the limbo dimension, and correlations between them, how the humans perceive an event and how the demons do
Overall: 3.5 (on a -5 to 5) scale. Though not the kind of game I admire the world, being neither choice oriented or open world exploration oriented the game really shines with it’s original environments and quite interesting story. It has some quite moving dramatic moments as well as an interesting perpetual tensions between dimensions, main characters… Warmly recommending it despite the occasional finger pains from button mashing :D
PS: [Vergil’s Downfall] my recommendation refers only to the main game, the Vergil’s Downfall DLC I started with great excitement because the first location was cool and new, but then it got diluted and artificially prolonged artificially with too many filler waves of battles and the story was nowhere near as good as the main game, neither in the artwork, or in the narrative.
Beautifully explained. Why most big games take the safe choices, the budgets for different game categories, the way the pipeline can amplify problems and punish exploration. Very interesting stuff. All explained with the help of going through a hypothetical concept of a dragon for a game.
Very impressive visuals. I’m a little skeptical though. Still I’m very happy to see more technical pushes away from the limitations of polygonal information and into more voxel stuff. I find their move to freely scan monuments a smart one for acquiring cool places. I wonder though how they map everything from a technical perspective. Surely somehow it’s mapped onto polygons… right? I’m particularly curious how they handle cracks and hard to see angles and probably most curious about how they handle the distant trees in a forest. My guess would be they’re somehow floating voxels in space… but our current hardware technology/consoles are so optimized towards polygonal rendering (i remember an old Carmack article where he was talking of when games/hardware could’ve taken a different direction) that changing direction so seriously might be impossibly hard. Still, it’s great to see them try!
Woow. This game might be the unexpected surprise of E3 2014 for me! Others I expected, but I had no idea about this one! First person – cheeck!, not focused on killing but exploration – check (no hordes of enemies! yeayy!), amazing original art direction – check. Plus this retro vision sci fi is a very promising field, as Fallout has showed so awesomely. And it’s even coming out this year. WOW. Can’t wait. I’ve seen some beautiful gameplay footage that showed an amazing mix of today’s high rendering hardware with great stylized graphics.