![]() As fun as the shooting, punching, throwing, and stabbing can be, none of it inflicts any damage. ![]() If you’ve played any other brawlers this all should feel pretty familiar – all, that is, but the game’s victory condition, which is likely to be the source of most contention among fighter fans used to a more traditional system. PlayStation All-Stars‘s sharp free-for-all action completely carries the experience with excellent pacing, balance, and the tactical opportunities it presents. Considering that the design priorities obviously fell to perfecting the experience of each individual character, it’s a wonder that most of the actual fighting feels so balanced and natural when these movesets collide. Uncharted‘s Drake has the ability to create and take cover behind a chest-high wall, while Kratos’ Blades of Chaos feel almost directly lifted from God of War. Every All-Star invited truly feels like they’ve traveled from their respective games to this one, with a unique feel, strategy, and moveset that’s loyal to their pedigree. It’s evident from even a brief playthrough of PlayStation All-Stars‘s roster that each combatant was designed with the source material in mind, not just modeled after someone’s generic idea for a fighter, then gussied up with a familiar skin.
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