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#101
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I'm not sure many people were expecting it to be Fruit Ninja, either...
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#102
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I simply clicked on the link from page 1 and it worked fine for me (located in Germany)!
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#103
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yea! thank you. downloading.
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#104
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I think it shows that some people who hadn't checked the previews were expecting a free-roam RPG. As of now, 18 readers have given an average of 7.1. Opinions will vary, but anyone who knows what it is and is not meant to be would not give it less than 7.
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#105
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Quote:
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#106
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wow.... the icon sure sucks
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#107
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Infinity Blade (as expected) has very atmospheric, detailed graphics. It is also extremely short (per bloodline) with only a few battles before you face the 'God King'. It is also very linear, as taking a different path will just give you an extra enemy or two and a treasure chest, and there are only two times it diverges in this way.
I do, predictably, wish that it was a free-roaming game, as the castle is so beautiful that I really want to wander around and have a good look at it. The combat is interesting and for me reasonably challenging, although it does feel like you are really spamming attacks with wild, random swiping as opposed to precise, controlled combos. Where strategy does come in in combat is in the parry system which works very well and is satisfying: you feel like it takes some skill to parry an incoming attack. You also need to judge whether a given attack can be dodged/blocked or parried, as some are easily parried, while others are best blocked. Some enemies are lumbering and slow, while others are agile, and you need to have different combat strategies for each. Hopefully the promised updates come, as multi-player could be absolutely amazing, and where this game really shines. |
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#108
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It's minimalist because they don't need any more flash and pizazz... they have plenty already in-game. And oh is it great
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#109
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Well, maybe those should have watched the keynote, and not just drool on the unreal engine tech demo...
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#110
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In general, Infinity Blade follows the proud trail of inadequacy laid down by Reckless Racing: what's there is oh, so good, but boy, do we wish there was more of it.
A small touch which would have one a lot for a game that is based on the concept of multiple playthroughs would have been greater randomization of enemies. Currently, the enemies you encounter differ in name, level and difficulty, and smaller cosmetic details, but are the same size, use the same model, and fight in the same manner as enemies encountered in the same spot in other Bloodlines (playthroughs). Also, while the visual variation in terms of color and armor is good, there only seems to be three or four enemy sizes, apart from the God King. And, since each size comes with just one fighting style, and one regular death animation (with only two or three deviations that I've discovered so far), battles are far from as varied as they could be. But oh, mine, are some of the melee mechanics good... Last edited by salsamd; 12-08-2010 at 06:25 PM.. |
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