![]() There were actually quite a few times where I walked away from the game because I couldn't bear having to wait that period of time between attempts. Now, granted because this is a rhythm game the audio needs to be at a certain point, however the game showed on multiple occasions that it was not afraid to jump to certain points in a song, so I really don't see why this couldn't have been done in these instances. ![]() I've played plenty of other games where the "cutscene" gets played the first time, and any subsequent times isn't present at all. This meant that there was around about a minute of downtime between a death and being able to get back into it. There was one section in particular in the Zanzo levels where a combat section was preceded by a rail ride, and then unskippable in-game dialogue. As these combat sections involved me dying a lot, not being able to just "jump back in" became tiring very quickly. And in general the checkpointing was good, you never ended up particuarly far back in terms of travel time, however there were several instances where a somewhat difficult combat section would be preceded by either a (skippable) cutscene, or an unskippable section of dialogue. The boss fight checkpointing was pretty good, can't complain too much about that. I obviously "got" the mechanics, else I wouldn't have been doing so well on the attacking front so I really don't know what was going on here. Now, this may be due to travel time on my keyboard etc, but it was so consistently off that it felt really strange. My final qualm regarding the ryhthm was that I was seeminly able to get "perfects" with realtive ease when dealing with attacks, but when it came to Parrys I could rarely get anything other than a "good". (This must have been a boss because it wouldn't let a failure revert to normal battle) This is no exaggeration, it took me over a minute to get it done. So I wasn't able to kill him and he wasn't able to kill me. There was one instance where one of the timing of the first hit on one of the enemies was giving me so much trouble that I was almost "soft locked" in the showdown, as I had the upgrade that yeilded a health powerup on succesfful parry. It often felt like a half-note or similar which felt "awkward". The time between presentaiton and action never ever felt appropriate for the audio that was playing. It took me an incredibly long time to be able to accurately predict when to do my first parry, even with the help of the guide circle. Whilst the parry hits did mostly adhere to the beat (Though I'd say the samurai was dubious), the timing between the presentation of the pattern and then the replay felt totally whacked. I think it was the case that after one parry you could maybe activate another more quickly, or that a single parry would give you enough invinicibility to tank the shots that happened between beats, but whatever was going on the inconsistency here felt weird and flow-breaking.Ī similarly frustrating moment came with the "Parry showdowns" (Not sure what they're actually called) against the larger enemies. Also, in isolation (i.e when not deflecting an attack) it was not possible to activate the parry with the frequency required to deflect the shots. It was clear that the intent here was to notice the "charges" and parry acordingly, but with the audio-clutter of the fight going on, getting that timing felt almost impossible, specifically because the attacks didn't adhere to the beat the same way most of the other attacks did. His "drones" would occasionally fire a four or five hit combo that definitely did not adhere to the timing of the music. A key offender of this was in the final stage of the Kale fight. Often times, multi-hit attacks from enemies will perhaps begin on the beat, but certainly do not adhere to it. Right from the off, the game tells you that everything happens on the beat. Now lets get onto the not-so-good, which is mostly centered around the mechanics. The subsequent next level was particularly rousing and an increidbly good song choice. The former is a song I know very well, and when it started to play everything just clicked together perfectly. The final few levels featuring Invaders Must Die and Whirring were some of the best moments I've ever experienced in a single player action game. For reference, I was playing on Very Hard
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