Gratton says the depth of the combat is based on "finger memory," with the combat system's simplicity being its strongest feature, we have two consistent buttons to press for attacks and two modifiers to change your weapon from the sword: shield or bow. After you get into combat you see there's a lot of depth there, so if there's one grunt coming towards you, you might move back, so he misses, and you can kill him in one blow. Although some reviewers found the game to be a glorified button-masher, and criticized the combat as repetitive, others praised the game engine and the scope of the battles. You can't fit a gallon into a pint pot, it doesn't go. This impressive frame rate allows the hack and slash action to truly shine, as character animations look impressively fluid.
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