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Jaihson



Joined: 05 Dec 2006
Location: Sleeping on NJT

PostPosted: Wed Jun 19, 2013 8:40 pm        Reply with quote

It looks nice?

Imagine the simpler hang and jump sections of a modern Prince of Persia game. Now add a giant yellow arrow pointing at every possible interactable surface within a certain distance of you at all times. Intersperse encounters that are pretty much a stripped down, less impactful version of the pattern recognition fighting in Rocksteady's Batman games. Defeat 90s movie Lawnmower Man at the end. That's pretty much it.

The memory remixing mini-game that was shown off comes up four or so times. Basically you pan through a cut scene and push buttons when the game tells you to push some buttons. If the result isn't what you want, you go back and maybe don't push some of the buttons. It's cute, in a sort of Rube-Goldberg machine kind of way, watching all of the pieces bump into each other differently.

For those interested in the combo creation:
Basically, there are a number of predetermined strings (eg: punch-punch-kick-punch-punch-kick, punch-punch-punch, whatever). These strings open up as the game progresses. Also opening up are attacks. There are two attack types (punch/kick) each of which can have one of, uh, four(?) attributes (power/heal/cd reduction/amplification). You slot attacks into the strings. If you do not slot an attack into a location in a string, the string is unusable past that point. When you use a string on an enemy, the attributes of the attacks you slotted changes the effect of each hit. So, power does more damage, healing heals you, cd reduction reduces the cooldowns of your magic memory powers and amplification increases the attribute effect of the previous attack in the string.
The attacks have different animations. These animations did not seem to have any tangible effect on string timing/efficacy, so I ended up paying attention to the attributes more than anything. In addition, none of the combat really demanded any sort of timing/positional virtuosity anyway. As with batman, it was mostly attack until an exclamation point interrupted you, at which point dodge, then back to attacking. Strings can be continued after a dodge, but not after an enemy is defeated. This was jarring, especially when presented with groups of weak enemies.


The magic voice in your head herding you from location to location calls a woman you are about to memory whatever a bitch several times in a row at one point. The main character, listening to a recorded loop playing through the building's sound system, does the same. While playing, I wished that they would cut it out.

During the game, you memory trick your mother into loving you and your father into hating his life's work.

A 'crazy' future helicopter pilot you're fighting quotes big bad wolf lines as you run and dodge. In the climactic qte, the main character proclaims that "this Little Red Riding Hood's got a basket full of KICKASS!"
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Jaihson



Joined: 05 Dec 2006
Location: Sleeping on NJT

PostPosted: Thu Jun 20, 2013 3:08 am        Reply with quote

Here I am exploding a man's memories


Here is a robot yelling at me


Good thing that yellow arrow is there. Where am I going? To a bar. It should reconsider its location.
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