There were limitations with the game's engine that kept the entire environment from being destructible. This system was even dynamically worked into some of the game's boss fights, with the player having to precisely slice weak points in order to do damage. This extended not only to enemies, but also to in-game objects, such as walls and pillars. Each swing would leave actual slices in things. The game's "cutting system" was a unique and dynamic way to make the player's attacks feel impactful. Although Revengeance was criticized for its flash, it's also received praise for its swordplay combat since launch.
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