Dojo is a little bit different now. You can use combos which you unlock in the SP.. Same for chapter mode, you can play them only after you will unlock them and try to beat your previous score.. Combos are more specific.. For example first is basic and fast, second combo have ability break blocks.. Then you can have combo with highest critical chance or another with knockdown ability, etc Its up to you what you will use Best regards
I wasn't going to warez it Im not even Jailbroken xD I more meant, I was going to buy it, despite my needing to eat at college, and buy books.
Totally forgot about this one. Insta-buy for me this. Adored first one. Great fun and clever controls and blooooooood. Lots and lots
I know. Samurai 1 was one of my fave games. 2 looks epic with anime style at retina res and silky fps. Can't fail
Squarezero: Did you beat this game? How long would you say the gameplay lasted you? I'm looking forward to the game and hope it's a little longer than the first one. Is there more to do than just fighting, like are their puzzles to solve? Do you think the sequel is more similar to say Onimusha?
As much as I love the new graphics and polish I can't help but feel this new chapter feels more generic because the finger swipe attack/combos are completely gone. My samurai fingers are no longer needed.... I admit the those of the original could have been better and more cleanly achieved but what better opportuinity than a sequel. Perhaps this will come an option in future updates. For now leaving the option out was a major let down.
I almost beat the beta around the time we got the final candidate. My guess is that a good player should beat normal story mode in about 3+ hoursl, with plenty of replayability in dojo mode, harder difficulty, and achievements. That's about twice as long as the first one. There are traps, levers that change the environment and mild puzzles. Haven't played Onimisha, so I can't compare. Playing through I was reminded of something like a refined God of War without the platforming and the variety of weapons (here you improve your combos, not your arsenal).
There's nothing generic about this game -- it just uses the control method that best fits the gameplay. The visuals and action are as original and well executed as those of any other game on this platform (and many games on other ones). That's what counts -- not wether you are drawing a slash with your finger. By your yardstick, every console game would be generic since they all use the same controller.
I've also bought it. I'm going to play the first couple of levels and I'll come back with my first impressions.
I hear ya Squarezero . I am just saying that the swipes were something that set it apart. The "control method that best fits the gameplay" on a touchscreen is always best left for the user to decide since it can be fairly polarizing issue (hense why most race games almost always leave touch controls as an option even though tilt controls are usually the ones they market with). Perhaps generic was a little harsh, it just felt fairly gamelofty with the standard layout. Again, I hope they bring back swipe control as an option if nothing else.
Gamelofty? That's even worse! Seriously, though, the set-up may be familiar, but this game plays unlike anything in Gameloft's catalogue. They won't be implementing swipe controls because they simply would not work. It's not an issue of preference -- the gameplay simply does not support that input method.