Just started a run on VH, which is a forced NUR. So that should be interesting. But onto the game itself:
-I want to rescind my statement about the dialogue: it goes full TEW2 in the last hour or so and gets very heavy handed and a lot of the mystery sort of goes away.
-The pacing is a bit odd. Without spoiling anything: there's six chapters, the first is a prologue, the next three are long with a lot of combat and progression, and the last two are just talking and boss fights. The game really never slows you down until the ending, weirdly enough.
-As far as how the game itself is structured, it does in some ways feel like Yakuza mixed with a standard open world game. In Yakuza, you travel across the fairly small map going to fights with long stretches of dialogue between that draws the game out; in GW, you can't just travel from one point to another because of the fog that's all over the map, you have to find gates and cleanse them to wipe away sections of fog. This usually involves clearing out a group of enemies beforehand because they're guarding it. It's not unlike towers or whatever in a lot of modern games. While there are some standout scenarios, a lot of the game follows this structure, and it can be kind of monotonous just going to a gate, killing a handful of enemies, only to clear a small bit of fog and have to do it 3 or 4 more times to get to the next mission.
-I can't comment on the side content, because I did none of it. But the map is totally littered with this stuff; you talk to spirits and help them with some basic task. The game has shops absolutely everywhere that mostly sell the same stuff, and phone booths which you use to actually acquire skill points and XP are also abundant. I don't know why you couldn't just absorb spirits and get the rewards immediately, since going to the phone booths just seems pointless.
-As far as the combat is concerned, my stance on it as of right now is this: it's good, even has flashes of greatness, but it's nothing special or anything we haven't seen before, despite the unique premise.
-I'm usually not one to jump to quantity when it comes to talking about the quality of a combat system, but there really just isn't enough here to put it over the top imo. If we count the charged attacks as separate moves, plus the bow, you have seven weapons total. But there's a lot more to it then that. The charged wind weave is just the standard wind weave shot 3 times, it doesn't have any unique properties as far as I could tell. It does only take one ammo, which encourages you to use it during fights where you have adequate spacing, but the effect on the enemy is the same. Aqua and fire weaves are fairly similar. To me it seemed like aqua is just a worse version of fire, since they're both heavier crowd control weapons but fire is more powerful and can pierce, as well as knock enemies down, I mostly used the standard aqua shot for umbrellas. And while the bow can be useful in combat, it's a fairly dull weapon, which would be fine if the arsenal had more to round it out.
-Due to the limited toolkit, enemies that are not as susceptible to reactions, and how fights can feel drawn out at times, I do wonder about the longevity and total depth that will be here when all is said and done. Even things that could typically add flavor to combat are largely absent, such as ring outs, environmental hazards(barring the occasional exploding barrel) or weapon pick ups or power ups. Â
-I found the talismans disappointing overall. The stun talisman is self-explanatory in its use, it's a good way to lock in tougher enemies and can several charge attacks in. The talisman for exposing cores, on the other hand, I don't really understand yet. They're so expensive I only bought a few during my entire playthrough so I didn't get to experiment very much, but a talisman that just essentially lowers enemy health is kind of meh to me(though I'm sure they'll come in handy on VH). And the last two talismans are for stealth, which I can't believe they even wasted slots on these. All of these modern games with tacked on stealth need to just stop.
-There are sections where you get separated from KK, which cause you to lose basically everything except your bow, and they suck. Luckily, they're very short.
-Boss fights are decent overall. One thing that's really cool is that fire seems to be a universal way to interrupt any boss attack. The first boss in chapter 5 gave me some trouble, especially with one variation of its attack, and I just blasted it with fire when it was winding up every time. I did have some trouble with some of the attacks, since some require you to jump to dodge them and it just doesn't come out all the time depending on the terrain. Also, boss health is quite high, so sometimes I would run out of ammo, and wait for the respawning corrupted items to reappear so I could hit them and get some ammo drip fed to me.
- the final boss:
Has a typical RE style "shoot the weak points" layout, but its attacks change depending on which spot you're positioned closest to. One of the spots has completely buffed up attacks that are pretty crazy, but that weak point has a lot less health.
-As I was playing, I did kind of wish that maybe doing a perfect parry would give a sort of dodge offset. You can be charging a spell almost to full, to a perfect parry, and then have to restart the charge. I think maybe it would have been cool to allow the player to pick up where the charge left off as a reward.
-I have to say it again, the game looks incredible. It becomes obvious as you play this was meant to be TEW3 initially, since a lot of the bizarre types of images in those games pop up here and it's seriously cool looking.
I'll keep posting as I play through VH but after one playthrough, I'd say the game is still quite good, just not really what I had hoped for. For anyone asking if this is worth full price, I would say it obviously largely depends on your situation, but as of now, I would honestly say no. If it's anything like TEW2, it will unfortunately bomb and be $10 in a few months anyway.