Speaking of enemies, combat is arguably more simplistic than movement, with simple presses of a button to perform multiple sword slashes. This ability can also be used to grapple towards enemies, helping to make it feel less like a one-and-done gimmick and more of a properly integrated mechanic of the game. This requires the player to aim their reticule towards these grapple points, leading to more involved and precise movements that help to elevate the flow of gameplay. The game comes close to complexity with a time-stopping ability that allows Rei to hone-in on context-sensitive grapple points from a distance. I hope to see Heart Machine expand on this core formula for their future releases. It’s not a complete deal-breaker but expanding upon this general foundation could make for an experience that isn’t just great, but exceptional.
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