That was an excellent review. Enslaved *is* a game whose story and art direction transcend an otherwise pretty average game. The platforming and combat have been done elsewhere and better, but it's a rare gem of a game that pulls off all the other aspects of a modern game to such an excellent degree.
If you're complaining about Trip's actions in the demo level, then you've played way too many games where people usually don't act like people. It's a mark for this game that the three main characters are actually real, fleshed out characters as opposed to the cardboard cutouts with moving lips we usually get.
It's kinda like the argument for Heavy Rain, but where Heavy Rain looks like an extended quick time event, Enslaved is an actual game. I bought this game and would recommend that others buy it too.
As a final note, the glittery handholds were kinda necessary when all the terrain looks like a mess of things. Sometimes the sparkles were the only way I could pick out the path forward. In one of the final levels, you have the sparkle handholds and a dragonfly glitter trail leading you on, and I'm sure they added the latter in because the majority of their QA players kept getting lost in the damn thing. It also took me a while to really get the hang of combat because all the actions are mapped to odd buttons compared to most other games. I kept pushing the wrong thing in reflex even after a couple hours in.
If you're complaining about Trip's actions in the demo level, then you've played way too many games where people usually don't act like people. It's a mark for this game that the three main characters are actually real, fleshed out characters as opposed to the cardboard cutouts with moving lips we usually get.
It's kinda like the argument for Heavy Rain, but where Heavy Rain looks like an extended quick time event, Enslaved is an actual game. I bought this game and would recommend that others buy it too.
As a final note, the glittery handholds were kinda necessary when all the terrain looks like a mess of things. Sometimes the sparkles were the only way I could pick out the path forward. In one of the final levels, you have the sparkle handholds and a dragonfly glitter trail leading you on, and I'm sure they added the latter in because the majority of their QA players kept getting lost in the damn thing. It also took me a while to really get the hang of combat because all the actions are mapped to odd buttons compared to most other games. I kept pushing the wrong thing in reflex even after a couple hours in.