The game is better as you play it (like most modern BEUs that rely on level systems), and it's combat is kinda fun, in that it has a lot of the right "ticks" to give it depth.
- Launchers lead to auto-jump, which then can be carried through by any attack button for different combos.
- dodge rolls can be attacked out of. Helps you feel as if you can always move, as long as it's within the games rules.
- Just defense and bullet deflects. Always a great concept.
- good combos for different situations. Floating into combos feels Devil May Cry-like, which is good for 3D gameplay like this.
- More advanced stuff like attack cancelling for normal attack loops (SoR/Final Fight style), dodge canceling out of high recovery moves, parrying and using roll attacks to carry combos, charged button moves... wait, where are my grapples?
- There's a gun! I don't care (let me punch!), but it's kinda fun to use, in how it hits EVERYTHING for rapid punch-like damage.
But there's also some stuff that is bafflingly meh (which is kinda ok, since this seems to be the studios first game?)
- Enemy and Player character color choices are... odd. TOO MUCH GREY! Everything looks about the same thanks to the far back-ish camera. Sure there are different silhouettes and accents... but why not something more vibrant, against less-saturated backgrounds (like in old arcade games).
- The moves are not easy to read by motion from far away. I know my X,Y,Y,Y combo is a launcher because of the button presses, not because the moves are easy to distinguish at distance.
- Same with enemies. I wish they were a bit more choreographed, and in more obvious ways, because it'd really help the counter feel more like a part of gameplay.
- The starting gameplay is hella mashy. Not many branches in moves, and not everything is obvious.
- There's too much attack buffer at times. If I roll, and then press attack to sprint forward out of it, it's REALLY easy to get a second attack out of it, which isn't what I wanted. You can help some of this by pressing the LT to cancel the move, but less auto-buffer would make the game feel less like you're queueing actions, and more like you're DOING actions.
The music hasn't caught me much yet, and the stage progression feels a bit wide and lifeless. I wish the "between sections" mini-corridors had something exciting to them (like a "Checkpoint" dancing beast, or a character that popped in to give you buff items), because they feel like wasted rooms that offer nothing for the player themselves.
The animations themselves (if you can see them!) are quite nice... almost TOO nice. In that "Junior animator wants to make EVERYTHING move!" fashion. It looks good in passing, but it tosses everything into a feeling of non-committal, non-iconic status, because you never get a chance to breath and appreciate what you've looking at.
It could end up being my favorite GwG in a long while. But it's another game that makes me question 3D gameplay in the genre, and far-out cameras that make character look so small, in empty-ish environments. The way old BEU's force attacks from purely side-perspective really helps one IDENTIFY the moves, and make them all unique. There's a lot of Micro-animation that's unique in this game, but from far away, it just looks like the same chaos, and that lowers it's readability as a BEU.
I thought Zheroes was a co-op game? But I can't find anything in the menu.
Co-Op Local. Don't know if they have online, or plan on it.