Was cauciously optimistic about this. While Ninja Theory has had some rough patches in the past their games were always halfway decent - they just had the bad luck of having to make a Devil May Cry game.
Hellblade releases today as a digital purchase title on PC & PS4.
So yeah as I said I was cauciously optimistic...
...until I read the above, after which I immediately put the game on my ignore list.
Any other takers?
I like the save-game system. But that pretty much punishes experimentation so eh yeah.
More and more I find that games need to find a different medium, like interactive stories - and leave this medium alone.
Hellblade releases today as a digital purchase title on PC & PS4.
So yeah as I said I was cauciously optimistic...
One reviewer wrote wrote:Slowly but surely Ninja Theory has moved into film territory, but they can't let go of their need to shove action mechanics into everything they do.
...until I read the above, after which I immediately put the game on my ignore list.
Any other takers?
Another reviewer wrote wrote:The simple nature of the combat design struck me as obligatory for the sake of interactivity – giving you another way to interact with the world outside of perception – coupled with the fact a warrior should be defined by battle. But there were only a few fights where large groups of enemies were thrown at me that I ever felt threatened and it's only near the end of the journey when enemy numbers and difficulty spike unexpectedly that the combat depth eventually becomes more than the sum of its parts.
And yet, like most of Hellblade, combat is still a tense experience knowing that dying too many times (in or out of combat) will cause your save to be deleted and you’ll be forced to start from the beginning. While that might sound draconian in execution, its tie-ins to the story are concrete, reinforcing a system where failure carries meaning rather than simply acting like a gimmick to artificially inflate difficulty. And though I don't think I ever got close to having my save data destroyed, every time I got close to dying carried much more weight and impact with this knowledge.
I like the save-game system. But that pretty much punishes experimentation so eh yeah.
More and more I find that games need to find a different medium, like interactive stories - and leave this medium alone.