VanityGirl said:
Mr.Pandah said:
I got to see it in action today at Comic-Con and even spoke with a Senior Developer who was playing through it there. I have to say that this early in the game, it was looking pretty good. The combat seemed fluid enough and the set pieces were very cool. I even made a suggestion as far as actually making the game somewhat more difficult on the harder difficulties regarding the acrobatics/platforming. I'll see if he heard my gripe about games nowadays when the game is actually released (who knows, but hey it was worth a shot!).
Wow, you actually got to see it? Was it playable? It looks cool and I love the Cap, so I really want this to be a good game.
So, I spoke with the Senior Designer of the game who was playing the demo they had for the show essentially non-stop since Friday. Right now, its in its Pre-Alpha stages, so the game still has a lot of kinks to work out. However, that doesn't mean the game is
bad by any meaning of the word. I personally think it looks great. If I had to compare the combat to another game, it would definitely be Batman:Arkham Asylum for the fluidity of the combat alone. Dodging, combos, counters, grabs, all are very reminiscent of Batman's latest foray. Thankfully, the combat has been expanded enough to make it feel like more than just a carbon copy. The Cap throws in his shield into the combat enough to give it his own flavor. Literally, he throws his shield. And its awesome. I spoke with the designer about that a little more and he said they still plan to expand the combat more which is a relief. He said multi-lock with the shield throwing will be in the final version of the game which sounds awesome. Also, the shield can also be used, not only to just block, but
deflect incoming projectiles. And that is as cool as it sounds. Have a ranged opponent shooting at you? Get the timing just right and you can nail that bullet right back into his skull. Its very,
very fun to even just watch.
Moving away from the combat, the "platforming" sections essentially boil down to "hit A at the right time", but not in a QTE style. If you don't hit in time, your animation just changes to look nowhere near as cool. So instead of swinging from pole to pole, you'll swing to one pole and maybe perch yourself onto it or spin around on it one too many times. But if you hit A at the right times, you'll get through these with relative ease and amazing finesse that only the Captain's athletic abilities can really show off. Of course you have to hold the stick in that general direction of the object you're jumping to as well, but I believe thats a given.
All in all, I feel like the game is coming along very nicely and it will be on my radar for its slated release date in July of 2011. The script is actually original for the game and will
not[/I] follow the movie's plot that will be released at the same time. With the smooth combat followed with slick animations all around, including the platforming/acrobatics, it looks fantastic, even in Pre-Alpha. The platforming is definitely needed though since it gives you some breathing room in between the combat. I look forward to seeing the rest of the game in its final form!
Hope this helps explain it to any of you Captain fans out there! I also played these games at Comic Con: Blood Stone 007, Goldeneye 007, Golden Sun, Donkey Kong Country Returns, MvC3, Red Dead Redemption: Undead DLC, and I think one other, but I can't remember it right now. If anybody wants, I'll make a thread and speak about whichever games you guys and gals want me to!