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When Heavenly Sword was first unveiled, it garnered little interest
from some, its footage of field battles containing hundreds of enemies
leading them to dismiss it as a monotonous hack 'n' slash title
in the Dynasty
Warriors vein. Later glimpses generated far more excitement
however, showing the central character, Nariko, performing a dazzling
array of super-cool moves and gloriously choreographed quick-time
events that instantly caused many to liken the game to the brilliant
and beloved God
of War. From this point on, Heavenly Sword had a mountain of
expectation to live up to.
The
first thing to become apparent about Heavenly Sword is that it is
absolutely gorgeous. Despite some occasional frame-rate issues,
it's nearly always a joy to behold, from the exquisitely animated
Nariko herself to the stunning vistas that frequently surround her.
If you want a game to show off what your PS3 can do then look no
further, although I must say I'm surprised that such an important,
exclusive title for Sony doesn't run in 1080p resolution. I'm also
surprised that Nariko's iconic red hair looks so dodgy after what
we were led to expect; rather than being flowing and elegant, it
looks very angular and moves quite unnaturally, something of a shame
considering the powerhouse potential of the PS3.
Ninja
Theory aimed to get the feel of a Hollywood blockbuster and to give
credit where it's due, they've got closer than any other developer
before them. If you've been keeping track of the game's progress
then you might already know that Andy Serkis (he of Gollum and King
Kong fame) provided motion capture for the game, as well as his
voice and directing the character performances. Whatever it cost
to get him involved (and I'd assume it was a lot), it was worth
it, as the digital performances you will witness in the game's many
cut scenes will be the best and most lifelike you've seen in any
game to date. Whether anger, confusion or doubt, emotions are expressed
in the characters' faces alone, backed up by their body language.
Add to this some convincing voice acting from the rest of the cast
and a grandiose, Eastern-flavoured orchestral score, and it becomes
clear that Heavenly Sword's cinematic credentials are solid as a
rock.
The
story centres on Nariko, daughter of Shen, the chief of the clan
that protects the titular weapon. The invading King Bohan (it's
clear to see that Serkis had a blast with this performance) wants
the Heavenly Sword very badly, a divine weapon of the gods that
no mortal can wield without paying the ultimate price. King Bohan's
efforts at obtaining the sword have cost Nariko's clan dearly, so
she knowingly seals her own fate by picking up the weapon and embarking
on a quest to kill him.
The
sword allows Nariko three different stances; speed, range and power.
The speed stance is your default stance. By holding L1, you enter
range stance, which lets you swirl chains about (in a way that's
very reminiscent of God of War's Kratos) and attack many enemies
at once, but with minimal damage. Holding R1 puts you in power stance,
which as you'd expect causes a lot more damage but each attack takes
longer to execute, leaving you vulnerable to counterattack while
you pull off your devastating moves. In something of a departure
from action games, there's no block button in Heavenly Sword; when
an enemy begins to attack, a flame effect trails behind it, which
denotes the stance you must adopt in order to automatically block
(assuming you're not in the middle of performing a move yourself).
Enemy attacks come in three colours; if blue then your default,
speed stance will block, if orange then power stance (R1) is required
and if an enemy attack has a red trail behind it then it's unblockable,
so a swift jerk of the right stick is needed to roll out of the
way. During fights with small numbers of enemies, the stance/blocking
system works very well, but when you are surrounded by a hundred
foes, with many of them attacking at once, it becomes nigh on impossible
to use it in a deliberate manner, these large scale battles requiring
intense button mashing to get through in one piece.
As
well as the different approach to blocking, another aspect of the
game that will immediately become apparent to fans of the genre
is that Nariko has not been blessed with a jump button. This was
a curious move on the developer's part and it feels like a huge
restriction to anyone who's used to the likes of God of War, Devil
May Cry and Ninja
Gaiden - it's one less thing you can do to diversify your fighting
technique. Pressing triangle immediately after a successful block
triggers a counterattack that looks extremely slick and usually
comes with a cinematic close up of the damage being inflicted upon
your foes, the viciousness of each counter determined by how well
you timed the press. Nariko also has three levels of "superstyle"
attacks, which can be charged up from fighting stylishly and unleashed
simply by pressing circle. Like the counterattacks, these are enhanced
by a cinematic angle and from level two upwards can clear many foes
at once. Eventually, motion controlled fighting moves become available
and although they undoubtedly look cool, I imagine most people will
seldom use them, if at all, once they've first tried them out. To
use the sixaxis in a fight you must first whip your opponent into
the air by pressing triangle whilst in range stance (L1) then, once
they are airborne, rapidly jerk the pad upwards, which causes Nariko
to jump up, where she can attack them using square and triangle.
If you're knocked off your feet you can also use the same technique
to recover whilst delivering a counterattack. While a novel use
of the motion sensor functionality of the controller, it's just
not intuitive enough to incorporate this into a fight and it seems
more of a short-lived novelty than a legitimate gameplay feature.
Early
in the game, there's a mission set at night where you play as Nariko's
sister Kai and must stop invading soldiers using your bow and arrow.
Here the sixaxis is utilised in a fun and intuitive way to guide
the arrows, using aftertouch. At first it feels horrible but, as
you get the hang of it, soon becomes thoroughly enjoyable, seeming
like it will never grow stale. Unfortunately, the developers obviously
thought this too and have overused it throughout the game. Some
of the later instances it's used in, like when Nariko is guiding
cannonballs to hit weak spots on enemies' catapults, get considerably
more difficult (not helped by hit and miss collision detection,
excuse the pun), but you can switch to conventional control via
the left stick, which makes things a lot easier. The aftertouch
technique is also occasionally called upon to solve the game's few
puzzles, which never amount to anything more taxing than sixaxising
a shield into a gong to open a door.
Due
to the epic feel of Heavenly Sword, it's strange how the bosses
are so unmemorable. Maybe it's because we're all spoilt by the likes
of Shadow
of the Colossus and God of War, but in this department Heavenly
Sword disappoints in a big way. There is nothing that even comes
close to the kind of exhilarating boss encounters you get in those
aforementioned games - and they were on last-gen hardware! My biggest
criticism of Heavenly Sword though is that, even making allowances
for the massive production values, it is disgustingly short for
a full price game. Completion takes between six to eight hours -
it's not at all unfeasible that you could complete the game from
start to finish in one sitting. Even for the slightly fainter of
heart, it's merely a weekend's entertainment. Completing the main
game unlocks Hell mode, for those who are inclined to tackle such
things. There is also some replayability in repeating stages more
stylishly to earn a higher glyph rating (your performance is rated
from one to three glyphs at every checkpoint), which unlocks extra
content like videos and artwork.
So
is it worth buying then? In spite of all the negatives, for anyone
with a PS3, Heavenly Sword is a game worth experiencing at least
once. As far as review scores go, it's a 9 trapped in a 7. There
are definitely moments of triple-A brilliance to be enjoyed here,
but they're occasionally overshadowed by the game's shortcomings.
Ninja Theory have spoken about how they perceive the Heavenly Sword
franchise as a trilogy and if they right the wrongs of the original
(and make it at least twice as long) then the foundations
are definitely set in place for two spectacular sequels. Meanwhile,
at the very least you should make it a high priority to rent this
for the weekend, preferably when as many of your friends as possible
are around so you can really show off the power of your sleek new
PS3.
Reviewed by Luke Shaw for AceGamez (All Rights Reserved).
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