12:31 PM on 07.25.2007
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Niero
While certainly not news, I thought this would be of interest to those readers who can't wait to get their filthy hands on the Heavenly Sword demo hitting the PlayStation network tomorrow. If anyone thought this game was a simple button masher they've got another thing coming -- the complexity and range of attacks available may be a little intimidating to memorize. Hope you've been playing Brain Age!
Destructoid has just received a set the world's most blurry photos leaking all of the menus as well as as most of the game's control schematics. Alternating power and defense stances aside, the most peculiar thing about the button configuration is the ommission of a block button. There isn't one. Instead, Ninja Theory was smart enough to make Nariko put up her guard if you're standing still. Can someone send that memo to Kratos?
Other interesting features include physically shaking the Sixaxis controller when performing aerial combos and unlockable power moves called "Superstyles" -- instant death techniques which are rewarded for stylish gameplay (You build up HUD style meter by counterattacking instead of blocking). The naming convention of these attacks is also notable: While I doubt that the Flying Redemption will ever be as catchy as the Shoryuken, I can't wait to unleash some Swirling Cruelty on Andy Serkis.
[Editor's Note: Photo gallery best enjoyed with 3D glasses.]
LAUNCH GALLERY (8 IMAGES)
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That seems pretty rediculous at this day and age. For example, look at the Timesplitters series. Many people swear by it (especially TS2) and tout it as one of the best FPS's ever, but the number one complaint about the game, and the thing I'd say keeps it from being adored by everyone, is the lack of any type of jump button.
Oh, and letting go of a button to block is a horrible idea. Much like holding down "attack" to block in Odin Sphere was a bad idea. Hopefully (like God of War), the game won't be very relient on blocking so that the stupidity of that blocking choice doesn't stand out. Think about it, that means you CAN'T BLOCK AT ALL until all movement or move animation has come to an end.
Completely ignorant as to how a modern game should control.
Secondly, didn't one of the Onimusha's try the "Stand Still To Block" thing? Or maybe some fighting game? Memory is failing me at work.
I sure as hell don't want to hold a button, shake the controller to displace my thumb and then have to use it for more buttonmashing... but who knows. It must work right? Otherwise there would've been reports at all those hands-on sessions?
The game discourages blocking though -- much like DMC is built around combos, this game encourages counter attacks. Its pretty fluid. The evade analog stick on the right is a good jump substitute -- pounce back and/or roll away quickly.
Anyways, why would anyone be standing still in a middle of 5 guys trying to kill you? Wont executing arials feel somewhat disconected if you're doing some weird combo from the ground?
glad I have a ps triple
Pressing back is DEFINITELY the "main" way to block in Tekken. What you're refering to is "autoguard," something that's unreliable at best.
Autoguard doesn't initialize until several frames after a simple "back" press would register. Not to mention you can't block low moves by pressing nothing; you have to press d/b.
In conclusion, there has never been a good Tekken player that relied on autoguard. Hell, I don't think I've ever even seen a SINGLE move autoguarded in a tourny.