DiRT Demo: More cars. I just can't get excited about driving games. I like that this one doesn't center on keeping the bloody car from falling off the cliff, like the MotorStorm demo.
It has freakin' sweet-ass gorgeous menus, though. I can honestly say I played the demo more than I would have, just because I wanted to click through those menus. Seriously, watch this movie and try to remember that you're watching menus.
Super Puzzle Fighter II Turbo HD Remix Trial Edition: I have such a soft spot for games with huge ridiculous names. I had never played any of the Puzzle Fighter series before, which could also be titled A Very Capcom Tetris. Crap falls from the sky and you line up colors. Seems fine. Sells for $10, I may upgrade to the full version, but probably not until I get a second PS3 controller (which probably won't be until I hear that they're doing a rumble version ((or when I hear that GTAIV has awesome 2P play))).
Folklore Demo: I was all set to like this one, but it's really lame. I'm surprised to read all of the OMG FOLKLORE!!! comments out there, like on this Kotaku thread.
First of all, shouldn't we be past the point where you walk into a village and all of the (three) townspeople are just standing in place, doing absolutely nothing, and repeating the same (text) dialogue when you click on them. You're telling me that's next-gen? Complete game-killer.
Folklore is getting billed as an RPG, but the demo shows a very linear action game path. Once you've read the six total sentences from the elf villagers, you walk through a route that leads you directly to a boss fight. Yes, the demo has plenty of blocked-off paths, but that doesn't seem to change the core play of walk-into-area, button-mash-enemies.
The game tries to stand out with the combat, which is kind of a Kirby / Pokemon thing. You begin with three different types of attacks mapped to three of your buttons, and as you kill enemies, you get to absorb their attack abilities. It's kinda neat in that there will no doubt be a lot of Pokemon-esque collecting and one-upping as you progress... catch Enemy G because he's the only attack that works against Enemy P, for example. Unlike Pokemon, you can switch between any of your collected baddie attacks on the fly.
When you attack, you get a ghost image of the enemy you're "using," which is okay but really junks up the visuals. Add to that the absorption sequence, which puts ghost images of the baddies onscreen, and you're seeing a lot of transparent, jumbled graphics.
Absorbing enemies is done by waiting until the right moment (a red ghost) and then jerking the controller upward like a fishing line. This is how Sony is confronting the Wii, I guess. Larger enemies require more complicated jerking motions - like rocking back and forth in rhythm - which is supposed to simulate you slamming the enemy into the ground but just turns into an annoying minigame.
Oh, and the font is just about unreadable on SD screens. I think it's more of a color problem than a size ratio problem, but I'm sure that widescreen helps stretch the text out to more legible proportions.
And the cutscenes are crap! They went for the old let's-make-it-like-a-comic-book and pretend-that's-cool plan.
The game seems like a good idea, it's just a really boring demo. NO SALE.
I hope the Ratchet & Clank demo drops soon. They're giving it away at EB with pre-orders, so we all know it exists. I could use something good on the PS3 because right now its main function is to let us watch Coffee Prince on Veoh.
comments
fourhman.com allows registered commenting from TypeKey, VOX, OpenID, LiveJournal and AIM.