So I finally got the game today, and I just beat it half an hour ago on "Normal."
Overall, its a pleasant game, with some really great high points, but a lot of frustrating low points. Honestly, I wish the game would actually give me a lot of the moves you learn later from the beginning, primarily the aerial sword attacks.
As an action game, I think it does a lot of interesting things, as it follows the Prince of Persia: Sands of Time school of thought in melding platforming with combat. It reminded me a lot of Mirror's Edge, Tomb Raider, and Devil May Cry, sprinkled heavily with Killer 7 and general popcorn grindhouse cinema. The result is a unique action game that tries a lot of things, like Tomb Raider-esque platforming, with Stranglehold/Max Payne slow-mo, and extra emphasis on keeping up your combo multiplier and time spent, reminding my tastebuds of Mirror's Edge in particular.
However, while the game borrows a lot of wonderful elements from the games mentioned above, it ironically does little to avoid the flaws and downfalls of all of those games. At times, the platforming can be frustrating, as well as certain kill boxes later in the game, which gets magnified by the rather dated checkpoint load times, in contrast to more recent games with faster loading. The clip of celluloid burning not meshing with your death didn't help either. It made me wish that they had taken a different approach to playing off of the whole film thing, like a jazzed up quick cut to the last checkpoint, instead of kicking you out to the loading screen.
There was one point during a kill box sequence where I accidently glitched and clipped back through a wall into the previous room that you originally open to enter the next area, but the game designers apparently had a solution for this (should it ever occur), by letting you reopen the door to no consequence. So clearly, they at least tested the game a fair bit.
However, I don't know if its because of my PS3 specifically, or because it was the PS3 version at all, but there were a lot of times where the game actually had discernable audio lag in the cutscenes, with the lips and voices not matching up. It was annoying, but ignorable. In fact, a lot of the technical faults of the game, like frame rate issues and chugging, felt visually masked by the film scratch filter and the presentation of the game, which I found myself noticing. Had this game not pursued its grindhouse presentation, its technical faults would be laid far more bare than they were. Truly, this is one of the few games out on the market where its technical flaws were chalked up by its developers as "features," and embraced as such, instead of choosing to make a polished experience.
So what does that mean, then, exactly? Does the charm and presentation of what WET's developers pursued forgive its unpolished nature, for the sake of presentation, or should all games be expected to run as best as they can, no matter the excuse?
The game did freeze at one point, but because I had my PS3 on all day, and played the game all day, I'll leave that alone, even though when I did start that part again, it did chug a lot.
But despite the game's questionable flaws, it has some magificent high points, as I said before, from the sky diving sequence, to the extended Rage sequence of chapter 11. The music selection and original content from various musicians were an incredible boon to the overall experience as well, but in contrast to those musical high points, the periods where music was absent made for a jarring experience as well.
I actually didn't mind the QTEs, as it gave plenty of slow mo time to let the player input the button, unlike some games that are notoriously unforgiving with their QTEs. I am a little disappointed that there was no actual combat highpoint, like an actual fight with bosses, instead of a QTE cutscene, but for what the game offered, I fully enjoyed how they played out.
The cliffhanger at the end was certainly a nice touch.
Do I wish that the game's enemies, "Rubi Vision" (the platforming assist "vision," not Rage mode), and the platforming had been a bit more polished and elaborated upon? Certainly, but as A2M's first true original IP outing (as their website will give testament to their history of licensed games), I think they did a wonderful job, and I hope they take what they've learned from making WET, and apply it to something even better for whatever they make next.
- Mood:
Satisfied - Listening to: WET jukebox
- Playing: WET - dev by A2M, pub by Bethesda
- Drinking: "Vegemil Green Tea" Soy Milk