SebastianAlexander
Member
(04-16-2012, 05:36 PM)

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#51

that cat is called AIRLINE?! lol what the hell?
Ravage
Member
(04-16-2012, 05:38 PM)

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#52

I liked how the game looks on Qore. Probably getting this at launch.
JWong
Member
(04-16-2012, 05:40 PM)

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#53

Originally Posted by SebastianAlexander: View Post
that cat is called AIRLINE?! lol what the hell?
Maybe it's Eirlein? Or something medievally weird.
SebastianAlexander
Member
(04-16-2012, 05:46 PM)

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#54

Originally Posted by JWong: View Post
Maybe it's Eirlein? Or something medievally weird.
they should have used a little pony instead of a cat ;) that way all the bronys would buy scorcery AND they could get away with calling it "airline"
nasos_333
Member
(04-16-2012, 05:47 PM)

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#55

Originally Posted by Metalmurphy: View Post
Really?



Looks pretty good to me. Definitely Santa Monicas studio magic at work.
Why the big difference between this pic and the OP ones ?
Galvanise_
Member
(04-16-2012, 05:48 PM)

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#56

What a generic story.

Is there any genuine platforming in this? I don't want it to be combat arena/shit puzzle/combat arena/shit story/combat arena.
ced
Member
(04-16-2012, 05:48 PM)
#57

Looks cool, but I don't waggle...
EGM1966
Member
(04-16-2012, 05:54 PM)

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#58

So this is the first Move specific title to need both Wand & Sub-controller and not be on rails?

I mean excluding Killzone 3 and other games you can optionally use Move with.
TTP
Have a fun! Enjoy!
(04-16-2012, 06:01 PM)

TTP's Avatar
#59

There is a proper Sorcery hands-on preview at Thesixthaxis.

http://www.thesixthaxis.com/2012/04/...ds-on-sorcery/
Metalmurphy
(04-16-2012, 06:03 PM)

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#60

Originally Posted by Galvanise_: View Post
What a generic story.

Is there any genuine platforming in this? I don't want it to be combat arena/shit puzzle/combat arena/shit story/combat arena.
No, don't think there was ever supposed to be. There are puzzles though.
AndyD
aka andydumi
(04-16-2012, 06:06 PM)

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#61

Looks decent. I like the new sidekick idea. And it looks better than the trailer we got a few months ago.

Based on reviews and quality of Move implementation I will pick it up.
darkwing
Member
(04-16-2012, 06:13 PM)

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#62

dat Santa Monica magic
Galvanise_
Member
(04-16-2012, 06:16 PM)

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#63

Originally Posted by Metalmurphy: View Post
No, don't think there was ever supposed to be. There are puzzles though.
The puzzles will be kiddy shit. I'm looking for something in there to keep me interested. Repetitive combat won't do that. . .and that shite story won't either.

I was really, really looking forward to this. . but I'm steadily losing interest.
nelsonroyale
Member
(04-16-2012, 06:17 PM)
#64

Game looks pretty nifty
CadetMahoney
Banned
(04-16-2012, 06:21 PM)

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#65

Originally Posted by Galvanise_: View Post
The puzzles will be kiddy shit. I'm looking for something in there to keep me interested. Repetitive combat won't do that. . .and that shite story won't either.

I was really, really looking forward to this. . but I'm steadily losing interest.
Nothing really stands out to me. I don't know why ppl expect this to be a killer app from what we've seen.
Bradach
Member
(04-16-2012, 06:22 PM)

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#66

Originally Posted by TTP: View Post
There is a proper Sorcery hands-on preview at Thesixthaxis.

http://www.thesixthaxis.com/2012/04/...ds-on-sorcery/
Sounds interesting. Will you posting a video analysis by any chance?
MoonsaultSlayer
Member
(04-16-2012, 06:37 PM)

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#67

Dammit. My son's name is Dash(iell). My wife is going to want this for fucking sure.
Vlodril
Member
(04-16-2012, 06:37 PM)

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#68

Trailer looks good. Far better than the reveal one. I guess i have to find where i have stashed my move gear.
AndyD
aka andydumi
(04-16-2012, 06:45 PM)

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#69

Originally Posted by Galvanise_: View Post
The puzzles will be kiddy shit. I'm looking for something in there to keep me interested. Repetitive combat won't do that. . .and that shite story won't either.

I was really, really looking forward to this. . but I'm steadily losing interest.
It gives the same vibe as Free Realms. And I think its targeted at a similar young teen audience. So its not a heavy duty RPG hardcore game, and it shows. But that's perhaps what they aimed for and it seems they achieved it.

Sony has said that these next few years will be focused on expanding the PS3 market past the hardcore game crowd into the family/yougster game arena. And that's fine by me.
Galvanise_
Member
(04-16-2012, 06:57 PM)

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#70

Originally Posted by AndyD: View Post
It gives the same vibe as Free Realms. And I think its targeted at a similar young teen audience. So its not a heavy duty RPG hardcore game, and it shows. But that's perhaps what they aimed for and it seems they achieved it.

Sony has said that these next few years will be focused on expanding the PS3 market past the hardcore game crowd into the family/yougster game arena. And that's fine by me.
If that is indeed the plan, they need at least 4 big Move games in the same quality bracket as this constantly on the go. Move support has been incredibly patchy.
Metalmurphy
(04-16-2012, 06:57 PM)

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#71

Originally Posted by Galvanise_: View Post
The puzzles will be kiddy shit. I'm looking for something in there to keep me interested. Repetitive combat won't do that. . .and that shite story won't either.

I was really, really looking forward to this. . but I'm steadily losing interest.
Let's be honest here, the game IS clearly aimed towards kids, it already looked that way since the first reveal. What might be interesting for us though is the move implementation.
TTP
Have a fun! Enjoy!
(04-16-2012, 07:14 PM)

TTP's Avatar
#72

Originally Posted by Bradach: View Post
Sounds interesting. Will you posting a video analysis by any chance?
I definitely will but I need to wait for the review code. Sony asked not to publish any video or screenshot from the preview code due to its unfinished state (ie. there are some serious frame rate issues - which I'm not even supposed to mention :P). Heck, it even lacks the ending credits!

The game is 90% combat and there is very little/simple puzzle solving or exploration (progression/levels structure are akin to God of war, not Zelda).

You can upgrade you spells/character stats during the game but don't expect too much depth. It's very lite on the RPG side of things.

While I did enjoy the game, I did so mostly because of the unique controls and how well they work rather than the quality of the game design. There are a lot of things I didn't like. For example, I hate not being able to move around with the shield up, and as much as I love Move, there is quite a bit of pointless waggling that could have been easily either removed altogether or supported by some meaningful mechanics. For example, rebuilding collapsed structures (rotate Move clockwise) or putting gems into slots (push Move forward) or creating potions (tilt or shake the Move depending on the ingredient) are all actions that don't require any meaningful thinking. It's just you performing specific motions to trigger an inevitable outcome. It's not really that bad as it adds to the feeling of doing magic (much like spamming circle in GOW to open gates adds to the feeling of making an extra effort if you get what I mean), but there is surely some lost potential in there. I do love to open chests with a simple whirl of the Move tho. That feels pretty cool.

On that point, I don't get why to rise pillars or open chests you simply do a motion in their proximity (which is fast and cool), while in order to rebuild structures (collapsed bridges etc) you have to first press X and then start doing the motion. Why not let me do the motion rightaway just like with the pillars/chests?

Anyway, another missed opportunity comes from the whole turn into animal magic thing. Remember the rat transformation? You can only do that in specific spots, and what you get from it is the ability to go through a tiny opening which is the only way to progress through the level. What's worse is that there is literally no new gameplay involved during the "rat segments". You simply push the stick forward until you reach the other end of the tunnel or whatever and automatically rever to human form. Pretty pointless. There is only one situation in which you can die as a rat, but it's so easy you get a trophy if you die.

Overall, if this was a traditional game, with traditional controls, I wouldn't recommend it. But as a Move title, it's definitely one of the most accomplished ones by virtue of its unique combat system and spell-mixing mechanics.
Galvanise_
Member
(04-16-2012, 07:17 PM)

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#73

Originally Posted by TTP: View Post
I definitely will but I need to wait for the review code. Sony asked not to publish any video or screenshot from the preview code due to its unfinished state (ie. there are some serious frame rate issues - which I'm not even supposed to mention :P). Heck, it even lacks the ending credits!

The game is 90% combat and there is very little/simple puzzle solving or exploration (progression/levels structure are akin to God of war, not Zelda).

You can upgrade you spells/character stats during the game but don't expect too much depth. It's very lite on the RPG side of things.

While I did enjoy the game, I did so mostly because of the unique controls and how well they work rather than the quality of the game design. There are a lot of things I didn't like. For example, I hate not being able to move around with the shield up, and as much as I love Move, there is quite a bit of pointless waggling that could have been easily either removed altogether or supported by some meaningful mechanics. For example, rebuilding collapsed structures (rotate Move clockwise) or putting gems into slots (push Move forward) or creating potions (tilt or shake the Move depending on the ingredient) are all actions that don't require any meaningful thinking. It's just you performing specific motions to trigger an inevitable outcome. It's not really that bad as it adds to the feeling of doing magic (much like spamming circle in GOW to open gates adds to the feeling of making an extra effort if you get what I mean), but there is surely some lost potential in there. I do love to open chests with a simple whirl of the Move tho. That feels pretty cool.

On that point, I don't get why to rise pillars or open chests you simply do a motion in their proximity (which is fast and cool), while in order to rebuild structures (collapsed bridges etc) you have to first press X and then start doing the motion. Why not let me do the motion rightaway just like with the pillars/chests?

Anyway, another missed opportunity comes from the whole turn into animal magic thing. Remember the rat transformation? You can only do that in specific spots, and what you get from it is the ability to go through a tiny opening which is the only way to progress through the level. What's worse is that there is literally no new gameplay involved during the "rat segments". You simply push the stick forward until you reach the other end of the tunnel or whatever and automatically rever to human form. Pretty pointless. There is only one situation in which you can die as a rat, but it's so easy you get a trophy if you die.

Overall, if this was a traditional game, with traditional controls, I wouldn't recommend it. But as a Move title, it's definitely one of the most accomplished ones by virtue of its unique combat system and spell-mixing mechanics.
Thanks for that.

I'm out.
Pachterballs
Banned
(04-16-2012, 07:26 PM)

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#74

Im looking forward to this. since they first demoed it; I thought it looked neat. the potion mixing stuff was cool

Hype.

nice thing about move games; they tend to have lower RRPs too.
Bradach
Member
(04-16-2012, 07:59 PM)

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#75

Originally Posted by TTP: View Post
I definitely will but I need to wait for the review code. Sony asked not to publish any video or screenshot from the preview code due to its unfinished state (ie. there are some serious frame rate issues - which I'm not even supposed to mention :P). Heck, it even lacks the ending credits!

The game is 90% combat and there is very little/simple puzzle solving or exploration (progression/levels structure are akin to God of war, not Zelda).

You can upgrade you spells/character stats during the game but don't expect too much depth. It's very lite on the RPG side of things.

While I did enjoy the game, I did so mostly because of the unique controls and how well they work rather than the quality of the game design. There are a lot of things I didn't like. For example, I hate not being able to move around with the shield up, and as much as I love Move, there is quite a bit of pointless waggling that could have been easily either removed altogether or supported by some meaningful mechanics. For example, rebuilding collapsed structures (rotate Move clockwise) or putting gems into slots (push Move forward) or creating potions (tilt or shake the Move depending on the ingredient) are all actions that don't require any meaningful thinking. It's just you performing specific motions to trigger an inevitable outcome. It's not really that bad as it adds to the feeling of doing magic (much like spamming circle in GOW to open gates adds to the feeling of making an extra effort if you get what I mean), but there is surely some lost potential in there. I do love to open chests with a simple whirl of the Move tho. That feels pretty cool.

On that point, I don't get why to rise pillars or open chests you simply do a motion in their proximity (which is fast and cool), while in order to rebuild structures (collapsed bridges etc) you have to first press X and then start doing the motion. Why not let me do the motion rightaway just like with the pillars/chests?

Anyway, another missed opportunity comes from the whole turn into animal magic thing. Remember the rat transformation? You can only do that in specific spots, and what you get from it is the ability to go through a tiny opening which is the only way to progress through the level. What's worse is that there is literally no new gameplay involved during the "rat segments". You simply push the stick forward until you reach the other end of the tunnel or whatever and automatically rever to human form. Pretty pointless. There is only one situation in which you can die as a rat, but it's so easy you get a trophy if you die.

Overall, if this was a traditional game, with traditional controls, I wouldn't recommend it. But as a Move title, it's definitely one of the most accomplished ones by virtue of its unique combat system and spell-mixing mechanics.
Looking forward to trying it. Thanks for the detailed impressions TTP
theBishop
Banned
(04-16-2012, 08:11 PM)

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#76

I know it's "easy for me to say", but Sony should've launched Move with this game.

I'm not totally sold personally, but a younger audience would probably eat this up. The only question is whether enough people know wtf Move is at this point.

Datura looks far more interesting to me.
http://ps3.ign.com/articles/122/1220150p1.html
TTP
Have a fun! Enjoy!
(04-16-2012, 08:34 PM)

TTP's Avatar
#77

Originally Posted by theBishop: View Post
I know it's "easy for me to say", but Sony should've launched Move with this game.

I'm not totally sold personally, but a younger audience would probably eat this up. The only question is whether enough people know wtf Move is at this point.

Datura looks far more interesting to me.
http://ps3.ign.com/articles/122/1220150p1.html
Absolutely. My kids love casting (and mixing) spells. My younger son (5yrs old) loves to summon fire tornados (wall of fire > tornado spell) and hit it with arcane shots which then ricochet as fireballs. That's something that involves performing 5 different gestures mind you (clockwise whirl to call the fire spell > horizontal flick to create a fire wall > counterclockwise whirl with Move pointed upwards to call the air spell > horizontal flick to create tornado > Move button tap to revert to arcane shots > forward flicks to send shots into the tornado) and he manages to pull it off with impressive consistency :D

To be honest, I love doing that as well :D
Last edited by TTP; 04-16-2012 at 08:37 PM.
moramo
Banned
(04-16-2012, 08:55 PM)

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#78

i want E3's sorcery Baccck :(
Quasar
Member
(04-16-2012, 09:08 PM)

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#79

Originally Posted by JWong: View Post
What Harry Potter should have been.
Yeah. Looks like exactly what I'd want a Harry Potter game to be.
Galvanise_
Member
(04-16-2012, 09:08 PM)

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#80

Originally Posted by TTP: View Post
Absolutely. My kids love casting (and mixing) spells. My younger son (5yrs old) loves to summon fire tornados (wall of fire > tornado spell) and hit it with arcane shots which then ricochet as fireballs. That's something that involves performing 5 different gestures mind you (clockwise whirl to call the fire spell > horizontal flick to create a fire wall > counterclockwise whirl with Move pointed upwards to call the air spell > horizontal flick to create tornado > Move button tap to revert to arcane shots > forward flicks to send shots into the tornado) and he manages to pull it off with impressive consistency :D

To be honest, I love doing that as well :D
That's all very well, but if Sony spent this long making the game, changing the art style etc instead of putting it out sooner without actually marketing it (and by marketing it mean marketing, not Sony's shitty cheap marketing) then its all a waste.

This really is 'the' Move game. Fail to market it Sony and you've given up on the platform.
Agent X
Member
(04-16-2012, 11:08 PM)

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#81

Originally Posted by Galvanise_: View Post
That's all very well, but if Sony spent this long making the game, changing the art style etc instead of putting it out sooner without actually marketing it (and by marketing it mean marketing, not Sony's shitty cheap marketing) then its all a waste.

This really is 'the' Move game. Fail to market it Sony and you've given up on the platform.
I'd love for them to give this game a real marketing push. There might be some real challenges, though, since this is an "original" property and not an established franchise.

There was a thread here a couple of weeks ago about Kinect Star Wars, and in this post I brought up a point about Sony's marketing of Move games in general, and why they might have such obstacles that Microsoft doesn't have with their tendency to embrace recognizable brand names for Kinect games instead.

Originally Posted by Agent X: View Post
If I recall correctly, Microsoft approached LucasArts with the proposal of doing a Star Wars game for Project Natal (now Kinect). They've gone through a lot of trouble to get popular, well-known childrens' properties adapted to Kinect--Disneyland, Sesame Street, Nickelodeon, Pixar, and so on. If third-parties won't make the games, then Microsoft takes on the task themselves.

Sony has done some excellent work with developing great original games for Move. The problem from a marketing perspective is that they don't have any recognizable properties attached to them.

Kids don't want to play games with strange names like "Start the Party", "TV Superstars", "PlayStation Move Heroes", or "Medieval Moves: Deadmund's Quest". They want to play games with Mickey Mouse and SpongeBob SquarePants and the characters that they already know and love.

This spring, when parents go to the store to shop for a motion-controlled game for "family fun time", are they going to gravitate toward a game named "Sorcery", or a game named "Star Wars Kinect" (note the bold)?

This has nothing at all to do with game quality, just the pure marketability and brand name recognition. It probably wouldn't hurt Sony if they were to take a page from Microsoft's book, adapt one or more of their existing Move game engines, and "tack on" a popular license to produce a new and more marketable game.
Now, don't get me wrong. I personally love the fact that this is "Sorcery" with (seemingly) solid gameplay, rather than some big-name Disney/Dreamworks/WB/Nickelodeon game with little to no worthwhile gameplay to back it up. In this case, I wouldn't ask them to change a thing.

But what if we could have both the gameplay and the high-profile license in the same game? Microsoft has "Kinect Star Wars"...well, what if Sony were able to strike a deal with LucasArts and reskin a game like Medieval Moves: Deadmund's Quest into "Move Star Wars"? What if Sorcery's engine could be adapted to a Harry Potter game, or Start the Party's engine adapted into a Disney or Nickelodeon game?

I'd love for Sorcery to be even a moderate success. I just hope they can get a good pre-release demo out, because otherwise most people (whether they own a Move or not) are not going to know or care about this game is even with a fairly large amount of advertising.
Totobeni
An blind dancing ho
(04-17-2012, 04:39 AM)

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#82

I am still very disappointed about what they've done to this game.

Sadly, the few gameplay parts in the trailer (was story focus)are still not close to the Sorcery 2010 version which was more like an atmospheric dungeon Crawler mixed with Zelda and it's puzzles with more magic and no swords,now the game look like some sort of EA harry potter action shooter clone.
Pistolero
Member
(04-17-2012, 05:52 AM)

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#83

I could not agree more, respected fellow gamer! :)
DidntKnowJack
Member
(04-17-2012, 05:56 AM)

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#84

Can't help but feel the time for this game has passed. Would have been awesome a year ago, now I'm having a hard time caring.
JaseC
Member
(04-17-2012, 06:00 AM)

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#85

Originally Posted by Totobeni: View Post
I am still very disappointed about what they've done to this game.

Sadly, the few gameplay parts in the trailer (was story focus)are still not close to the Sorcery 2010 version which was more like an atmospheric dungeon Crawler mixed with Zelda and it's puzzles with more magic and no swords,now the game look like some sort of EA harry potter action shooter clone.
Yeah, I thoroughly enjoyed the E3 2010 demonstration, but my interest has since waned.
Totobeni
An blind dancing ho
(04-17-2012, 11:11 AM)

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#86

Originally Posted by JaseC: View Post
Yeah, I thoroughly enjoyed the E3 2010 demonstration, but my interest has since waned.
I have no interest at all in this new shootery version of Sorcery, and it's funny/sad because I bought Move just for Sorcery.

I really want to know why they changed it this way,was the 2010 version concept impossible to done right with the Move controller ( I doubt it) or was it just beyond the ability of the developers,or did Sony or some marketing focus group just wanted this change for sales or something.
Metalmurphy
(04-17-2012, 04:07 PM)

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#87

Originally Posted by Totobeni: View Post
I have no interest at all in this new shootery version of Sorcery, and it's funny/sad because I bought Move just for Sorcery.

I really want to know why they changed it this way,was the 2010 version concept impossible to done right with the Move controller ( I doubt it) or was it just beyond the ability of the developers,or did Sony or some marketing focus group just wanted this change for sales or something.
What are you talking about? The "shooting" element has always been there.

http://www.youtube.com/watch?v=llAI7lNd6OQ
Totobeni
An blind dancing ho
(04-17-2012, 04:18 PM)

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#88

Originally Posted by Metalmurphy: View Post
What are you talking about? The "shooting" element has always been there.

http://www.youtube.com/watch?v=llAI7lNd6OQ
now compare that to this
http://www.youtube.com/watch?feature...&v=3TaH_QvPhy4
and
http://www.youtube.com/watch?feature...&v=arWw7zhzKnk

It's really not the same as the old game,now it just focus completely on shooting
Metalmurphy
(04-17-2012, 04:21 PM)

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#89

Originally Posted by Totobeni: View Post
now compare that to this
http://www.youtube.com/watch?feature...&v=3TaH_QvPhy4
and
http://www.youtube.com/watch?feature...&v=arWw7zhzKnk

It's really not the same as the old game,now it just focus completely on shooting
You mean compare a 4 minute demo designed to show as much as possible with an level from the actual game? Everything you could do in the E3 demo you still do in the game. How you play is up to you.
Square Triangle
Kratos can kill Zeus
but not Pam Anderson?
(04-17-2012, 04:23 PM)

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#90

Looks really really good. Glad it didn't get cancelled.
bigfurb
Member
(04-17-2012, 04:30 PM)
#91

Originally Posted by Totobeni: View Post
now compare that to this
http://www.youtube.com/watch?feature...&v=3TaH_QvPhy4
and
http://www.youtube.com/watch?feature...&v=arWw7zhzKnk

It's really not the same as the old game,now it just focus completely on shooting
i'm really not seeing the huge difference in gameplay that you're seeing :/
Loudninja
No oxygen in space?
How does the sun burn?
Food for thought.
(04-17-2012, 04:30 PM)

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#92

Its the same game with a different look.
saichi
Member
(04-17-2012, 04:45 PM)

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#93

the trailer doesn't look very exciting... and am I only one thought the boy aged 20 years whenever there is a close up shot of his face?
mclaren777
Banned
(04-17-2012, 04:53 PM)

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#94

Originally Posted by TheBioLover: View Post
Move's first killer app?
Nope, that was this...

Steve McQueen
Member
(04-17-2012, 05:05 PM)

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#95

Originally Posted by TTP: View Post
Absolutely. My kids love casting (and mixing) spells. My younger son (5yrs old) loves to summon fire tornados (wall of fire > tornado spell) and hit it with arcane shots which then ricochet as fireballs. That's something that involves performing 5 different gestures mind you (clockwise whirl to call the fire spell > horizontal flick to create a fire wall > counterclockwise whirl with Move pointed upwards to call the air spell > horizontal flick to create tornado > Move button tap to revert to arcane shots > forward flicks to send shots into the tornado) and he manages to pull it off with impressive consistency :D

To be honest, I love doing that as well :D
Thanks for the impressions. Sounds great! I wasn't too impressed with the Sorcery trailer, tbh, but you did such a remarkable job on those Killzone 3 vids that I'll take your word for it.
Loudninja
No oxygen in space?
How does the sun burn?
Food for thought.
(04-24-2012, 06:48 PM)

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#96

New story trailer
http://blog.us.playstation.com/2012/...al-us-box-art/

New preview
http://www.godisageek.com/2012/04/sorcery-preview/

Sounds so awesome.
Last edited by Loudninja; 04-24-2012 at 06:50 PM.
flyinpiranha
Member
(04-24-2012, 06:49 PM)

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#97

I sold my PS3 and my Move, should have been earlier Sony, should have been earlier. You lost me.
Boken
Member
(04-24-2012, 06:51 PM)

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#98

Oh yeah, this game still exists.
Zeer0id
Member
(04-24-2012, 08:21 PM)

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#99

I'm really not a fan of the final boxart. That monster design looks super unappealing, and way too God of War-ish.

Wthermans
Member
(04-24-2012, 08:29 PM)

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#100

Game doesn't look remotely interesting since the first trailer when Move came out. Sony dropped the ball on this one.