3.2 hours played
Written 23 days ago
Disappointed I spent money on this game.
First off, the presentation is excellent. The combat is really easy to pick up(at first), it's fast and brutal. Typically I like games like this, but there are some issues that became more glaring as the game went on, to the point where I'm doubting if I'll even continue.
Issue #1: Spending meter. In this game, performing attacks will generate meter that you can allegedly use to perform Ex attacks, which are enhanced versions of heavy attacks. From what I hear online, these allow you to extend combos and do other things you can't do with normal attacks. The problem is, the input is incredibly, pointlessly difficult. You have to press light attack -> heavy attack in quick succession. The timing window is so tight I can only do it when using 'Tekken Fingers', holding my hand over my controller as if it was a keyboard. I don't want to play the game this way. Furthermore, one of the strengths of your Fatal Sync(Devil Trigger basically), is that you are able to do EX attacks for free. So yeah, the game expects you to be doing these incredibly finicky EX attacks on top of the already bloated encounters. The last issue is that it is very easy to do EX attacks accidentally and spend meter when you don't want to. I cannot understand why the devs decided on this input when there are already buttons unused.
Issue #2: Platforming and general air movement feels like trash. So this is a 2D platformer with an incredibly floaty jump. There's no way to mantle over ledges, so if you want to jump up to a platform, you have to get your characters massive sprite entirely on top of it. This can lead to a lot of missed jumps. You are able to wall-jump and double jump, but the input is asinine. Pressing toward the wall while jumping will cause you to wall jump(going in the opposite direction). There were many instances where I was just mashing jump until I was able to clear a wall, feeling random and not at all like a precise platformer. Being airborne in combat is a massive liability as you have no defense options. Recovering from knockdown with jump(the only way), will put you pretty high in the air and unable to change direction, so recovery will just lead to you getting comboed again.
Random is a good way to describe most combat encounters in this game. Enemy sprites will overlap each other, making it difficult to discern what attacks are coming your way.
Perhaps this game is worth is solely for the presentation? Anyway, just my 2 cents.