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#2 |
Blu-ray Duke
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I played some of the demo last night. I'm not crazy about the mechanics. They feel a little "loose", almost like your character is gliding on ice, rather than walking. Kena Bridge of Spirits kind of had the same feel, though not as bad as this. The combat feels that way too. I felt the attacks weren't as responsive as I would like them to be and it could use an enemy lock on feature. It was kind of a letdown to be honest, as I was really looking forward to this game. Graphics were...decent. Not mind-blowing, but not bad in an Indy sort of way.
Also, maybe it's just me but I could NOT figure out how to heal up! I would go into the menu and highlight food or first aid kits, but there was no way to actually select them. Last edited by Steelmaker; 08-13-2025 at 03:00 PM. |
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#4 | |
Blu-ray Prince
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#5 |
Blu-ray Archduke
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You have to go to the loadout tab and add it there. It’s the section that holds the compass. You also heal up when you attack an enemy and the white ring comes up.
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#6 | |
Blu-ray Grand Duke
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The game's music gives it a creepy horror style, which is nice.
I was captivated by that opening interrogation story, but ran out of time and had to skip ahead. It has an interesting style to the graphics and characters. My only real question is, when the character approaches a knee-high fence or block, why is there no jump button to hop over it? Why make the player walk all the way around the barrier just to get there? I feel almost like this is a maze or Pac-Man type game design in that way. Quote:
When the character turns, he can spin in circles really fast. They could slow that down I think and allow the movements to lag slightly, but not as bad as GTAV's style where you let go of the direction but the character is still walking another few paces before responding to the new direction. This was instant. Too fast. Reminds me of No Man's Sky's turning. It probably is a benefit during combat though. I'll give it another try later on. I am glad they offered a free demo to see what this was all about. |
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#7 | |
Blu-ray Grand Duke
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The demo is interesting, but still haven't completed it fully. Got the Truck opened (but I don't think it's driveable).
The inventory menu is confusing and reminds me of Death Stranding's convoluted menu system. Health items should instantly go into an automatic slot in the player's tools, not something I need to figure out how to assign with the X button in the inventory. Or just let me heal right away as soon as I contact the health item. If I have enough health, save it for later access. But the game doesn't offer that common option. For the Health pulse with R1, I guess that's achieved during combat only to heal. Couldn't get that to work yet. To block, L1 is helpful and kept me alive in combat. It is a little clumsy in combat as the enemy is right on top of the player almost and the player is no longer facing the enemy when slashing. The sword is useful, more than those double axes IMO. Music is a bit repetitive but it's only a demo. There should be a more action paced score for combat but it seems mostly the same. I'm still hearing "Dah, Dah, Dah" in my mind from the repeating theme. After adjusting the lag options, the game has potential. The default controls were too loose IMO. I hope they improve the inventory system but unlikely. The puzzles were not bad so far. Clues within range. Reminded me of Skyrim's puzzles, read the clues, turn the objects to match. Quote:
Movement Lag: set full to 2.0. Camera Lag: set full to 3.0 (about). Then I set camera sensitivity to 20 for vertical and horizontal. The game improved right away but they really should slow down the game's movements by default like that, so it doesn't feel so twitchy. No human can spin in circles that fast like this guy can. It seems too arcade-like for this more serious tone game. |
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Thanks given by: | Omegaice (08-16-2025) |
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#8 | ||
Blu-ray Grand Duke
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![]() The game got better after manually reducing the camera and movement controls. Still way too much momentum movement on the camera though. It keeps moving instead of stopping and gives a seasick sense of things, slightly out of control of the player. The game is interesting and has some new ideas. I'm not sold on the guy being unable to simply hop over a knee high fence though. To me, that's questionable game design. The fence is not climbable is what the developer is saying. But then put sharp spikes on it and make them taller than the player. Problem solved... Last edited by Zivouhr; 09-02-2025 at 06:54 PM. |
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