Time for some light impressions to both of my acquisitions yesterday.
Devil May Cry 4 Refrain (Capcom)
I was quite late to the DMC party. I only seriously got into the series after loving and finishing Bayonetta.
At which point I busted open my long neglected copies of DMC Trilogy PS2 box set and DMC4 PS3 LE.
I played each game back to back in sequential order (DMC2 a painful 2 times to experience both quests).
I wont go into too much detail about the rest of the series, but I will say the following
For theme and tone, my order of preference would be:
DMC1 > DMC4 > DMC3 > DMC2
For raw game-play and fun-factor, things look a little different:
DMC3 > DMC4 > DMC1 >>> DMC2
The only one I flatly disliked was DMC2, which I felt missed the point in oh so many ways (except for music).
That said, my expectations for DMC4r were quite low going in. I mean, they broke down a high concept, high budget flagship console title into a $2 mobile game, right? Right. So those low expectations werent disappointed. The game looks and plays all kinds of low budget. I havent gotten too far into it, having only played a few stages worth. But the game is definitely streamlined, simplified, shortened, and dumbed down in just about all the ways youd expect. Which may not be a terrible thing depending on what youre looking for.
The set pieces and environments are all recognizeable to anyone thats played the full console (and PC) game. Only with greatly diminished bells, whistles, and destructible goodies. The gameplay in general feels slower. Not sluggish or unresponsive, but intentionally dialed down to less hectic and more methodical levels, presumable as a response to the nonexistent tactile feedback afforded by the multi-touch virtual game pad controls. Nero controls quite well despite the slowing down of the game play, and Im rather impressed by the responsive virtual analog stick theyve implemented. I generally feel that Gameloft has gotten virtual game pads down the best of all the major iOS developers, and DMC4rs is right up there with their best, IMHO.
For the record, Ive selected the advanced control scheme that nets you 4 action buttons (gun, sword, devil bringer, jump/roll) instead of the simplified 3 action button control scheme that consolidates the gun and sword attacks into one context-sensitive (yikes) button. Thankfully, most elements of the UI are modifiable, and there are even multiple versions of the two core control schemes that adjust the button positions in almost any way youd like, I think. In general, the controls work surprisingly well, and at least on a shallow level, some of the attacks, combos, and acrobatics available to Nero in the full game have transferred over to the iOS adaptation. Certainly, the controls arent game-breakingly horrible like in the seemingly phoned-in SFIV conversion.
Now that my curiosity regarding this adaptation is sated, Ill probably set it aside for other games (below) and save it for a slow period.
I think that so long as you temper your expectations and keep in mind that its essentially a $2 game, its probably a decent value for what it is. Once the price goes up to its real amount, it may be higher to recommend depending on what that amount is going to be. Still, I definitely would have preferred a more robust (and less redundant) portable iteration of the franchise. Shame that PSP vaporware entry never materialized.
Sacred Odyssey Rise of Ayden (Gameloft)
Yeah, I know. Another Shameloft clone. As always, I like to counter that by asking you to reconsider that the owners of the properties that Gameloft (heavily) borrows from are either not active iOS developers, or unwilling to treat the platform with the same care and respect that Gameloft strives for. Frankly speaking, save for Gamelofts entries, youd be hard pressed to find truly compelling Resident Evil, Call of Duty, Legend of Zelda, Final Fantasy, Halo, Uncharted, Hot Shots Golf, God of War, etc. experiences on your iDevice; and even if some of those properties ARE represented on iOS, youll almost invariably find them lacking in innumerable ways. Gameloft might not have much in the way of innovation or imagination, but theyve got heart and (increasingly) a deep appreciation for and understanding of the platform. They fill a role that most other traditional developers shy away from due to either a lack of interest or lack of funding, and something needs to be said for the sheer breadth of genres that they provide games for.
That said, there was some debate, pre-release, concerning whether this was going to wind up ripping off Fable or (3D) Zelda. Allow me to set the record straight. Its Zelda through-and-through. Orphaned hero? Check. Talking tree being invaded by a giant demon insect that must be killed? Check. Talking fairy companion? Check (her name is Trixie!) No experience points or levels? Limited and measured, mostly story-driven equipment and power up progressions? Out of the way exploration and collection of objects to boost health (and other stats)? Set dungeons with unique inventory upgrades and related gimmicks, culminating in a boss battle and the collection of a story artifact? Check, check, check, check.
The game hews close to the Ocarina of Time formula, though it presents the adventure in more traditional (and perhaps more familiar) Western high-fantasy trappings. Helpless villagers, kobolds, orcs, racial strife, evil gods long buried, etc. It adopts a few other non-Zelda conventions here and there, such as a World of Warcraft style questing system, though one much more streamlined and without much of the slog and grind. At any given point youre welcome to pursue side quests along with the main story quests, and occasionally youll even have multiple story quests to tackle in the order youd like. Theres a pretty good sense of exploration and TONS of chests to find (though most only contain money). But youre constantly presented with the opportunity to trek off the beaten path while on the way to the next story trigger, and therere usually tons of rewards to hunt down and enjoy.
The controls are well-implemented and relatively simple. Gameloft have long mastered virtual game pad controls and the virtual analog stick and two main action buttons all do their jobs as well as can be expected given the platforms constraints; and quite a bit better than most other developers efforts. The two main action buttons are mainly context sensitive, but they work. One allows you to swing your sword or equipped sub weapon, and also functions as an interaction button when standing near an NPC, chest, etc. The other is primarily used to pull up your shield when standing still, or roll in the direction youre moving. It will also activate a sub-weapons secondary function, if applicable. Theres a third button to summon and banish your horse (think Darksiders) if shes available to you.
Sounds pretty good so far, no?
Well
there are problems. Significant problems.
Some are to be expected (writing, hilaribad voice acting), and others are somewhat surprising.
The combat is ridiculously crude. Block, roll, and a fixed (up to four hits) combo of sword attacks.
No interesting sword slash/spin variations, no repertoire of unique combos for different scenarios, no counters or combo finishers.
I imagine that equipment upgrades later on (boomerang, grappling hook, etc.) might serve to mix things up a bit, but it wont be enough.
Theres no lock on or target switching when fighting, which is a horrible oversight considering how atrocious the camera is.
If you do NOT hold the virtual analog stick down in a direction when slashing, Ayden will at least orient himself towards the nearest creature, but since theres no camera lock, youll commonly find yourself slashing away against off-screen enemies since the games camera simply does not keep up.
To add insult to injury, when moving around, the camera almost randomly floats in one direction or another, so youll CONSTANTLY be micromanaging it in and out of combat. It quickly becomes tedious, since manual camera control requires generous swiping across the screen, which means youll either have to free up your analog stick or attack button hands to do so. And youll be doing so constantly, either to orient the camera towards baddies while fighting, or to compensate for its almost random wandering while exploring.
Its not so terrible most of the time, but the camera truly breaks during boss battles. Unforgivably slow.
The first major boss battle is that demon insect inside the roots of a giant talking tree that I mentioned above.
The damn thing is flying most of the time, and the camera, by default, likes to show the ground.
So youll have to constantly adjust it to keep the giant flying bug in sight, particularly when youre struggling to line up a throw of your quickly defusing bomb to explode near the creatures glowing weak point (its ass), necessary to knock it out of the air and render it vulnerable to true damage from your blade. The boss scenario sounds painfully familiar, doesnt it? The camera, on the other hand, is just painful.
Honestly, Im a sucker for any game that drops me in some kind of fantasy world equipped with a sword, shield, magic, and environments geared towards rewarding exploration. So in that sense, I think the game delivers splendidly. Also worth noting, perhaps, is that they seem to have applied a Metroid Prime-like system of audio cues for out-of-sight goodies that, presumably, Ill be able to collect once I acquire the boomerang, grappling hook, etc. I hope they can fix the camera issues in a later patch, because this has the potential to be a fairly solid adventure. Its a free download but will, at some point, require a $6.99 IAP to unlock the full game. It seems like there will be 4 main dungeons, of which I may have already completed 1. Im not 100% that it counts as one of the major dungeons or not.