Nine Sols
Nine Sols - First Impressions & Feedback
It is clear from my hour of gameplay - which compiled of playing the full campaign preview and attempting the boss level - that I have a new metroidvania to look forward to. It isn't without a few flaws and drawbacks, but I am excited nonetheless.
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The Good:
-The art style! It has a distinct feel to its world that, from the kickstarter page, comes from a culture that doesn't always get the spotlight. Besides that, the world has a jarring split between fantasy and sci-fi that is beautiful.
-The music! It matches the tone of its scenery well, with something that sounds foreign but familiar.
-The combat! While it will take some getting used to, I appreciated that it didn't feel like a "Hollow Knight clone." The fighting matches the world, and offers challenges with each following room. I especially appreciated that it incentivized different playstyles; you could dodge an enemy to avoid an attack, block the attack to get some explosive charges, or attack to do maximum damage.
-The worldbuilding/story! I'll be the first to admit, that I play games for their stories, with combat being a secondary desire. So, I enjoyed that the demo allowed for interacting with characters, and not just the main characters. Having a dialogue system was especially shocking, and I hope that it plays an extensive role over how certain characters feel about you in the full version.

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The... Concerning:
-Translation inaccuracies. Immersion is important to me, so reading certain lines of dialogue can pull me out of the game, instead leading me to correct grammatical errors.
-"Spacing." That is the best way that I could think to describe my specific grievance. There are clear gaps in time that make the story feel... off. Now, this could simply be due to it being a demo, I realize, but I really don't know and don't think it would be smart to simply assume anything else than what I was given, although I hope that is the case.
-Exposition. While some exposition can be forgiven, many characters like to either state something obvious or just be like, "Hey, remember..." which is not something that the player would have known up until that moment. It can make the writing feel a little sloppier.
Ultima modifica da Lamplighter; 18 giu 2022, ore 22:01
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The world building/story and art style seem great, yeah :]

Definitely looking forward to the full game
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Data di pubblicazione: 18 giu 2022, ore 21:59
Messaggi: 1