Even at that, if the game does have a good flow eventually the technical problems are again way worse than Bayonetta's, which is a big problem unless the PC version can just brute force this stuff. But in any event I really think that people aren't going to be able to offer informed perspectives here until they've spent a few hours messing around with this thing. Lots of cooldowns aren't air friendly, and I'm still trying to figure out how to link parkour into attacks quickly cause of stuff like this. That said I kinda like the air dashy Dragon's Dogma thing it appears to be going for, but technically it's in such a shoddy state it's hard to figure out if it will come together or not. Ironically I wish this was a cross gen game and they reigned in the battle visuals a bit to make the game more presentable on PS5. Worse than even Bayonetta 3, there's too many particle effects and detail in the environment which is getting smothered either by lower framerates and/or the resolution and image reconstruction stuff they are doing. But visibility wise, this has the worst issues around reading visuals in battles this year I think. I don't know yet about how it all flows together, I feel like a lot of it is in the contextual stuff you can do via parkour and blending those actions into your cooldowns. It's a very generous demo, reminds me of the FFXV one but in this one they give a lot of mechanics up front to figure out. I think trying to meet the game half-way and play it on its terms instead of forcing a playstyle in is the best approach. This game is trying to do a unique thing, with that will come a little of figuring out how games like this should play and how to engage with it. Most games with Mages typically have you standing in place and have options to weald swords and whatnot. This is kind of a new system and idea they are building out. Hopefully no one has issues with those who genuinely went into the demo and simply didn't vibe with it.Īnd not everyone will vibe with it and that is just the truth. To me that just reads as them trying to confirm and reinforce their stances rather than giving the game an honest shake. While trying to grab any bad screenshots they can. Its those that have come into every Forspoken thread, have tried to tear it and the MC and the dev team down, and are now coming in explicitly saying they only played a few minutes and its "just as bad as they thought it would be". I don't think anyone has issue with that. Enemies are stronger and smarter but don't swarm you as much.Oh there has absolutely been people in here that have given wonderful constructive criticism and gave the game a fair shake with the demo. Less "swarm" battles where you fight like 50 birds at once constantly. The author also noted it would’ve been preferable if the critique over the game’s jiggle physics featureda feminist critique without being forced to endure the racism. Enemy attacks are generally more well telegraphed. A piece by Kotaku’s Sisi Jiang titled Old G4 review is forcing gaming to reckon with its racist JRPG past condemned it for being racist (such as mocking Japanese names). Make enemy AI much more competent and reactive. If you go too long spamming spells of the same element it puts the element on cooldown, to incentivise players to switch between spellsets rather than just sticking to the same set the enemy is weak against. They are greyed out during cooldown and flash brightly when ready to use.Įlements themselves have cooldowns. The indicators are shaped in a circle just like the spell menu but scaled down. How would you improve it for a hypothetical sequel?ĭoom Eternal-esque cooldown indicators right above the stamina gauge for each spell in the current elemental set being used. Forspoken gameplay feels flashy and somewhat fun but there is a lot of jank which holds it back from it's full potential.
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