Youtube it.This was the first thought that crossed my mind after the quicklook
Every time something awesome happens you get a frozen frame interlude shoved down your throat and when you could have been well into the next story segment you are instead being shown a "preview" of the next 5 minutes. The constant cliffhanger style interludes are especially agravating
What the quicklook shows of teh combat is nothing compared to the later levels. the combat is very limited and repetitive and for 90% of the sequences the enemies have either infinite HP or infinite respawns. This only serves to artificially lengthen the game while you are quite literally "grinding" out the burst meter.
The surprising thing is this game actually appears too feature too few button prompts. Big moves that could have easily been expanded into a QTE sequence are simplified into "press square" adding insult to injury the timers are huge taking any feeling of accomplishment out of the gameplay. Indigo prophecy in contrast had QTE's that were in sync with the on-screen action and was challenging enough to add the feeling of having survived a challenge (every button press actually meant a hit, a blow or a jump).
If i was James Gallagher i would:
- Change to more involved QTE's, the movies contain a TON of action so why am i only participating once every 4-7 seconds?!?
- The combat is obviously the weak point so dont make it the main 2nd most used gameplay element!, Add in more minigames.
- Make the Burst a reward instead of a requirement. Infinite health\respawn enemies are a crime against gaming. give the player incentive to perform well rather than forcing them to grind to the next cut scene
It is a shame, i was willing to give Asura's wrath allot of slack for daring to be different. but to see so many downright bad gameplay design choices stacked on-top of each other within such a limited format is just painful.