I finished this on the bus this morning (well, I still haven't beaten the
) and I'd agree with your take on it, albeit with a little less enthusiasm.
It has been quite some time since a game made such a poor first impression with me and then completely turned me around as it went on.
Once the game gets going, it just seems to settle on a perfect line of difficulty - nothing, unlike most modern CV games, is too easy and yet nothing is frustratingly hard. I saw the Game Over screen quite a few times and, yet, with a bit of thought and careful choice of equipment and glyphs, pretty much everything becomes doable and even easy. Many bosses later in the game totally kicked my ass in seconds and then, when I figured out a system, the time I actually beat them, I did it with no need for potions or health restores. It was all in the learning.
They got that aspect pretty spot-on and it made the game really rewarding.
I do wish there was more effort put into the actual level design and they made use of some of the real platforming potential (as they do in the
). I think that would have added so much more and would have made a better first impression on those early levels, which I found seriously dull.
And, most of all, I wish they would stop being so goddam cheap on the reuse. For me, it really negatively affects the overall package because there is no unifying style in the enemies. Shanoa, with her crisp lines and clean colour, looks like she comes from a different game to most of the SotN sprites. Then others (the floaty goat-buddhas for example) are much more cartoony. It looks like it was thrown together from random bits which, for enemies, I guess it was. I really wish they'd start from scratch, decide what style they are using, and stick to it.
But, yeah, a decent game.
) and I'd agree with your take on it, albeit with a little less enthusiasm.
It has been quite some time since a game made such a poor first impression with me and then completely turned me around as it went on.
Once the game gets going, it just seems to settle on a perfect line of difficulty - nothing, unlike most modern CV games, is too easy and yet nothing is frustratingly hard. I saw the Game Over screen quite a few times and, yet, with a bit of thought and careful choice of equipment and glyphs, pretty much everything becomes doable and even easy. Many bosses later in the game totally kicked my ass in seconds and then, when I figured out a system, the time I actually beat them, I did it with no need for potions or health restores. It was all in the learning.
They got that aspect pretty spot-on and it made the game really rewarding.
I do wish there was more effort put into the actual level design and they made use of some of the real platforming potential (as they do in the
). I think that would have added so much more and would have made a better first impression on those early levels, which I found seriously dull.
And, most of all, I wish they would stop being so goddam cheap on the reuse. For me, it really negatively affects the overall package because there is no unifying style in the enemies. Shanoa, with her crisp lines and clean colour, looks like she comes from a different game to most of the SotN sprites. Then others (the floaty goat-buddhas for example) are much more cartoony. It looks like it was thrown together from random bits which, for enemies, I guess it was. I really wish they'd start from scratch, decide what style they are using, and stick to it.
But, yeah, a decent game.
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