an asura's wrath without the substance to be an asura's wrath

this game takes a lot of inspiration from that one god capcom game, meaning that most of the cool stuff will be done in QTE and cutscenes, meanwhile youre playing simon says through the entire game, the combat is done through blocking correct colors to both give damage and heal damage but it gets boring so fast, not because its easy but because its the only thing you will do through the entire game, even if it short it will still feel like it drags.
there are some weird bugs like geometry clutching you, enemies throwing you off the map, fall death in like 1 feet from the floor because thats where the character is supposed to die (?)
my biggest grip is that in the cutscenes and QTE youre making 2 extra arms to fight a giant monkey, bodymorphing to match the strenght of a giant gorilla, fighting light with darkness while in game youre just matching colors at the right time, by god it gets dull.
because enemies are designed to always hit you unless you parry, you often see enemies do a quick 190 turn to hit you even if you used the dodge, there is an attack button but it does so little damage compared to defending the right color, it might as well only be there to remind you that parrying is the only thing you should go for in this game, at some point i just ran past enemies to get to the boss fight because all the enemies do is increase game lenght of something that already feeling dull.
it has visuals going for it i'll give it that, its a shame i didn't like it as i went on because it has some amazing designs, cute visuals and a nice non-vocal storytelling.
i specially love the design of the bosses and their attacks, its a shame all the fight revolves around is color matching parrying.

Reviewed on Dec 27, 2023


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