Discussion in 'Games' started by Mikaru, Feb 5, 2012.
I'm not sure about the rest of the EU and I believe there both the demo and full game should be available on PSN on Wednesday, not sure about the retail release. In the UK however the demo may well be up on a Wednesday but the full game both retail and digital isn't available until the Friday. Obviously in the case of Gravity Rush it will be Wednesday 12th in the EU and Friday the 15th of June in the UK.
Played the demo, absolutely loved it, and a bit pissed it was so short
High chance im going to be picking this one up, the whole game looks incredible, and the gameplay is even better then that, which you cant say about very many games out right now! Alot of the reviews i have read mentioned it being slightly difficult to hit your target when using the gravity kick, im beginning to think that was entirely user error, has anyone else had any issues with that? With my time in the demo (played through it twice) i felt like the gravity kick was incredibly accurate, even at ridiculous ranges when i ran far away on purpose to test it. Definitely left the demo impressed, and with reviews saying this game has a solid 10+ hours of gameplay (plus reviewers tend to have much shorter gameplay times then i end up with, since i like to explore) its going to be really hard to keep the money from flying out of my pocket
Ive already played this a ton of times when it came out on the jap psn so i would like everyone else to share their thoughts and first impressions
too short oh well comes out in 15 days
Buying this on day 1 but the right analog is confusing the hell outta me! I think it's because of the free floating/gravity thing but I'm often confused between using inverted controls...I always use inverted for all games I play but not sure if it's the gameplay or the tiny analog that I have to get used to...yes, short demo is short lol but I think it's perfect to give people a "sample" of what to expect.
why you have problem with the right analog?!
Feels odd while I'm on the sides of walls like the windows sills are obstructing the camera angles.
oh I see . . . I get you . . .
Just played the demo. All i can say is WOW, looks like its gonna be a real game to immerse yourself in.
My first impression wasn't that goo to be honest, the first thing i noticed was how pixelated the black outlines were. I can't see this in any of the screenshots (on page 1 of this thread for example) so maybe its just a demo thing?? - anywho, after 2mins it stopped bothering me. I thought controls were great i messed about with the gravity physics seamlessly, its defiantly a real joy to explore a sandbox game in this way. On that note, the map seems very intuitive and designed with gravity shifting in mind. There are multiple ground levels that tier off and overlap each other, the demo doesn't allow us to go very far but i can't wait to explore, learn and gravity shift around this map!
Combat did seem a little too basic, the gravity kicks were fun especially when bouncing off the bigger enemy, but i could see combat getting a little tiresome if the enemies don't vary enough in the full game.
Seemed like a good length demo to me, not sure why people were expecting more, but can understand why people WANT more - that proves the demo is successful, i am personally bursting at the seams to buy and play the full length game.
A pretty good summation of the demo in my view. I'm personally really looking forward to it. After the general disappointment of Resistance amongst many the Vita needs a great game release about now.
Played the demo and still not interested, will probably rent it but the story was not appealing at all and the gameplay got boring quick. Not for me, but keep in mind im not saying its bad just not to my tastes. But who knows i might rent the game and enjoy the full game more.
I liked resistance, it was fun but even just playing this demo I know im gunna love this game. Its different than anything ive seen in a long time. The graphics, the gameplay even the story seems interesting. gravity rush fanboy? Yup youre damn right
Told you guys it was really limited, I hate that it was so short, but after playing the full game a bit I realized its a beast trust me, the game's system has combo upgrades and special moves that you can initiate,
just don't give up on a game because of the demo.
I wish they would atleast let you explore, because the demo has nothing to do with the game's actual story take this from a guy who has played the Japanese version, it better than it looks to be.
I have no doubt about that. I preordered mine a long time ago and it's been one of my most anticipated games on the Vita. I can't wait for June 15th when it gets released here.
I think the demo was a great demo: you were introduced to the basic gameplay mechanics, controls, environment, music and story. It left you wanting for more and doesn't have infinite replay value.
Thanks for the feedback. I should probably clarify some of it a bit.
For #1, it probably wouldn't be a good idea to get rid of the 0-G function altogether. But moving it to the L button ahead of the gravity reset (or whatever it's called) function wouldn't hurt gameplay at all because the 0-G function would sill be there if you need it or prefer to use it, it'd just be on the other shoulder button. It'd be kind of like in shooters how you can quickfire with the R or take your time and get a better shot by aiming with L first. The only differences are that it would give you a choice to quickfire your powers or not and you'd have to hit L twice to reset gravity instead of once.
For #2, you've got a good point probably right. Flying to other parts of the city would be difficult if you could only target objects themselves.
For #3, the logic behind it depends on how you look at it. But where it makes sense from a gameplay standpoint is that, for instance, if you're on the side of a building and you want to run around a corner of that building and stick to the other side, the quickest way to do that is to run and jump off of the corner you want to get around, fall a bit, then hit R to steady yourself, and then aim back at the side of the building you want to land on and hit R again to stick to it. That's just to run around the corner of the building you're already stuck to. That's pretty cumbersome as opposed tosimply jumping around the building corner and gravity automatically pulling you back to it on the other side. Maybe it doesn't fit with how the developers imagined her powers, I can't argue with that, but it'd be a good change to the mechanics imo.
Gravity Rush is perfect the way it is. Loved the demo and def picking up.
The demo speaks for itself.. This game is going to be absolutely amazing.
Does the soundtrack remind anyone else of Super Mario Galaxy? I keep getting that Nintendo vibe from it.
June 12 can't get here soon enough.
Holy shit thats creepy.... It sounds identical.. Whoa. Subtle differences.
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