I'll likely finish this given how short it is, but I decided to spend money on this game as it was knocked down to $15 on PSN and I'll admit that's doing a lot of heavy lifting. I was hoping there might be a bit more exploration and toying with the camera angles than there's been so far. I guess I'm halfway through the game after just over an hour and change unless the later chapters are a bit longer, and I'm playing on the Story difficulty just based off what I'd heard during the Nextlander "quick look" and offhand remarks from other pods. Finally opening this thread, seems like I made the right choice.
One thing that I'm interested in but obviously can't confirm from a single playthrough is it seems like at least once or twice so far there've been some pretty significant branching paths? Specifically the segment in the mines and then later when you've returned to the town and are searching for Aoki. At two specific moments it feels like you're in this larger centralized hub space (if you've played Kena: Bridge of Spirits, think how the home base branches off to the other three areas of the game) yet both times I attempted to take what felt like an alternate path and it led me down long sections towards a boss fight. Makes me wonder if, because the game is so brief (and has an unlockable ultra hard difficulty) they expected the combat to go over a bit more smoothly and people want to play the game over a few times?
Like pretty much everyone else, I do love what they've done with the camera and coloring, I was not a hater of the Kurosawa effect in Tsushima in the slightest but it helps to approach black and white with the initial intention of being black and white, for sure. I just wish the combat felt better. I'm spamming the reverse light combo pretty exclusively because, at least on Story, it seems like the one attack enemies have no interest in blocking but it's also just not always the easiest to read what's coming if you try to take the combat on its own terms. Tsushima suffered from this problem as well, thanks to its cues for parries and dodges being turned from blue and red to bright white flashes...with a lot of either high contrast whites flooding the screen! Rough!
Lastly, I wish they'd have pulled back a bit on the combat sequences in order to spend some more time polishing up the cutscenes and putting some flair into them. If anything could've helped this game stand out against Tsushima it would've been to have a much more pronounced directorial flair in the cutscenes to match what's going on in the exploration sections, but unfortunately whether it's plot or animation this seems to be where the budget title nature stands out most.
I'm happy I've played / will finish this at some point this year, but when it was first revealed I had some hopes this might be an easy inclusion on the lower end of my game of the year list. Instead, it's just a sorta neat piece of art I guess I'm happy to have supported with a bit of cash to make up for all you Gamepass heathens.
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