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Until you get pretty late in the game, it really suffers from a lack of variety in combat options, but by the time you get to the variety, you’re basically locked into just doing whatever moves interrupt the enemy or whichever super-move is warmed up.
Agreeing with all these comments. The game started off really strong in my opinion, but it falls flat very hard after a certain point. Both from a writing perspective and in the combat variety.
The interrupts were interesting to me because I hadn’t seen a mechanic quite like that before. But I suppose it’s true that once you see an enemy charging up there is essentially just one “correct” choice to make, which limits what choices you actually have and puts you on a rail.
In my opinion, the game runs out of steam about halfway through, so the issue may not be on your end.
It started really strong but it felt like a lot of the initial promise didn’t pay off.
Still a decent game, maybe a 7/10. Just not as great as I hoped it would be after the first couple of hours.
Until you get pretty late in the game, it really suffers from a lack of variety in combat options, but by the time you get to the variety, you’re basically locked into just doing whatever moves interrupt the enemy or whichever super-move is warmed up.
Agreeing with all these comments. The game started off really strong in my opinion, but it falls flat very hard after a certain point. Both from a writing perspective and in the combat variety.
The interrupts were interesting to me because I hadn’t seen a mechanic quite like that before. But I suppose it’s true that once you see an enemy charging up there is essentially just one “correct” choice to make, which limits what choices you actually have and puts you on a rail.