Brian says:
so the demo was really short and sweet
sp0rsk says:
how short
Brian says:
it took place in the "Hotel Where Time Has Stopped" ruins
Brian says:
about 5-10 mins
Brian says:
closer to 5, because i was quick to pick it up
sp0rsk says:
wow damn that is short
Brian says:
the demo starts you outside the building. you guide the main character inside, explore for a bit, then face a boss
Brian says:
the game looks really nice, but because a lot of the "wow" depends on the lighting, the indoor locales obviously look a lot better than the outdoor ones, IMO
Brian says:
the camera is handled kind of like metroid prime 3
Brian says:
you have a light source which works as a reticle. you point that at things. unfortunately, though, the only way to turn around is to pan to the edge of the screen
sp0rsk says:
how was the music
sp0rsk says:
could you hear it
Brian says:
which was a bit clunky
Brian says:
couldn't hear the music
sp0rsk says:
damn
Brian says:
but the voice work was great (there wasn't a lot, very immersive so not much text)
Brian says:
i got the impression that there are a lot of ambient SFX going on
sp0rsk says:
not a lot of text, thats good.
Brian says:
the mission for the demo revolves around finding out where a mysterious voice is coming from
Brian says:
so i was like "but i don't hear a voice!" and the attendant was like, "yeah, it's too noisy in here"
Brian says:
they talk about sound design a lot on the blog, though, so i get the feeling it's a big factor
Brian says:
generally the visual design stuff was all handled very well, so i expect the same from the sound
Brian says:
what wasn't handled so well was the combat
sp0rsk says:
so how did you find it?
Brian says:
which was terrible
sp0rsk says:
really
sp0rsk says:
what was it like
Brian says:
yeah
Brian says:
A button attacks
Brian says:
and you basically mash it
Brian says:
that was the only move
sp0rsk says:
ah
Brian says:
and it doesn't lock onto enemies, so you whiff 80% of the time
sp0rsk says:
but was there a lot of combat? is it pretty combat heavy?
sp0rsk says:
ew
Brian says:
not much in the demo
sp0rsk says:
like around how many?
Brian says:
an encounter in one of the whole rooms and the boss for me, but there might be more to explore
sp0rsk says:
did it feel frustrating?
Brian says:
once i got the hang of it, it was easier
Brian says:
but i won't excuse it. the controls need a lot of work
sp0rsk says:
ic
Brian says:
there should be a butotn to turn around, too
sp0rsk says:
did you tell the attendant
sp0rsk says:
that
Brian says:
i asked her if there was a way to do a 180 and she said no, and i gave her a little sniffle
Brian says:
the exploration parts are fun
sp0rsk says:
what were they likke
Brian says:
the whole level is exploration, basically. you can collect items by holding down a button (i think it was B ) to zoom in the reticle on these shiny areas
Brian says:
sometimes the item will be a mystery item, and the only way to find out what it is is to take it back to these points along the map where you can also equip things, look at the automap, etc
sp0rsk says:
so is the freelook controlled by the wiimote
Brian says:
yeah
Brian says:
nunchuk is move, remote is move the flashlight
Brian says:
the attendant was saying that there are more items which increase your arsenal, and also "memories" which factor into the real gameplay but not the demo
Brian says:
i was intrigued and wished they'd worked that stuff in somehow
Brian says:
because the demo was essentially this awesome wide open level which they ferried you through without letting you do anything cool
sp0rsk says:
what are these memories
Brian says:
*ferry
Brian says:
not sure
Brian says:
considering what the game is about, they're probably just snippets left behind all the humans who are now gone?
Brian says:
maybe it has to do with that contest they held. i have no idea