Game Name:
Warriors: Legends Of Troy (Tecmo Koei)
Platform:
PS3 / 360 (I played on 360)
Genre:
Action / Hack-N-Slash
Time Played:
10 minutes
Main Constructs:
Grinding, Button Mashing
One thing I LOVED about it and why:
The high concept. I had the pleasure of talking with the game's lead designer for a bit prior to playing. His concept, as pitched to me, was not only to adapt the Warriors franchise for a Western gamer audience, but also to stay as faithful as possible to Greek mythology (esp. Homer's Iliad) and history (including details like accurate late bronze-age weaponry and armor). In his words, he wanted to create a game that high school teachers might assign to their students. As a stickler for accuracy, I applaud his mentality.
One thing I LIKED about it and why:
Badass combat animations. I suppose I like this for the same reason I like a good battle scene in a film (see Braveheart and Last Of The Mohicans). I enjoy the toy-play aspect of directing sword fight choreography.
One thing I HATED about it and why:
The level design. The demo level was dull and repetitive. Run a little bit, press X a little bit, run some more, press X some more, run some more, etc.
One thing I DISLIKED about it and why:
Not being able to invert the Y-axis controls. Although I did my best to work around it, not implementing this basic feature for the demo made me feel like a discriminated-against minority.
What behaviours the main compulsion loop is encouraging:
Kill enemy soldiers. Keep an eye out for special fatalities.
What the main rewards are:
Sense of powerfulness and progress. Badass fatality animations. Immersion.
What I would change about the game:
The demo focused entirely on the game's basic constructs and fighting mechanics. While reasonably cool, these are nothing particularly ground-breaking. I believe that by directing more attention to the world, the story, the main characters, and other narrative elements, Legends of Troy might have appealed to players' imaginations and done a better job of standing out from the crowd.
The most plausible explanation for this problem is that most of the narrative-type stuff, usually understood to mean "cutscenes," isn't finished yet. Nevertheless, I believe there must be a creative solution.
What I learned from playing the game:
Don't bother showing a game at E3 unless it's ready.
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