First, the setting. The overrun greenhouse of the game's NYC setting is a breath of fresh air compared to the typical "post apocalyptic" setting. Even Crysis 2, which did handle NYC in a similar manner, didn't do it to this extent. However, where Crysis 2 let nature overrun Manhattan and still kept some of the city's signature sights (the fight in Grand Central remains in my memory), Enslaved seems to have forsaken the city's identifying features during gameplay (you get plenty of NYC eyefulls during cut-scenes, it seems). I don't know if that will remain the case (like Wallaby, i'm also just beginning the third chapter) but, as much as i like the uber-green setting, eschewing a proper Manhattan backdrop will just seem like a major missed opportunity.
Enslaved
Crysis 2
(Saturation makes a big difference)
The setting and the style of a game tend to go hand in hand and Enslaved is certainly no different on that front. The reclamation of nature is front and center because the game's style of heavily saturated colors inevitably draws your eye to the natural elements among the concrete. Case in point; every time you see Cherry Blossoms in their bright, vibrant red, it's like mother nature slapping you in the back of the head.
Enslaved (those may not actually be cherry blossoms after all but the sentiment remains)
Backdrop from Crouching Tiger, Hidden Dragon
Backdrop from 2002's Hero (ok, so maybe they're Maple trees? I'm a gamer, not a fucking botanist, sue me)
Surprisingly, of all my criticisms of the gameplay yet to come, escorting Tripp is not one of them. On a scale of damsels in distress ranging from the completely helpless and hugely frustrating Natalya from Goldeneye to the coin-tossing, ammo-under-her-skirt Elizabeth of Bioshock Infinite, Tripp seems much closer to the latter than the former. She may not be giving you ammo but her distractions are immensely useful (or utterly necessary, i suppose), her dialogue has a positive effect on the story and she's not wandering off, getting herself killed or spending your lives.
Remember this bitch? She's locked up because the moment she'd start following you she'd spontaneously fucking combust
Wallaby said he felt the connection between Enslaved and Uncharted in their gameplay. For me, it was much more of an Assassin's Creed feel but i see where Wallaby's analogy works too. One thing is for sure, Enslaved's "parkour" elements are sub-par compared to both of those games. That said, i don't mind the lack of control that comes with Enslaved's approach (ie, why press a button if you're gonna clear the gap automatically?) because what i have found is that it's not whether or not you'll make it but how well-timed your button presses are that really matter, especially when traversing a wall of 3+ hang points. It's still dumbed down beyond what i would like but it's not wholly as bad as it could be.
What does irk me is the combat and the camera. For some reason, the camera is a really low-slung, over-the-shoulder deal instead of defaulting to a view directly behind Monkey. My kneejerk reaction is to constantly be thumbing the camera to center it up. The end result of that is my thumbs fighting against each other, right to center the camera, left to move Monkey in relation to it. It's an unnecessary frustration. Using LB to center on Tripp, on the other hand, is actually quite well done but the use of that is few and far between comparatively.
Combat isn't bad as much as it's boring. Blocking, evading and countering are all fine but feels entirely too simplistic and doesn't seem to promise any extra complexity down the line, at least from what i've seen in the upgrades of the skill trees...which also seem too simple.
So far, the game is mostly enjoyable but with some major disappointments that seem inexplicable and amateurish compared to the excellence of the other components of the game.
-joker
PS - killed the boss in the second chapter in one shot but only because i got lucky by having him accidentally run into the statue and trigger the reaction that clued me in. Could definitely see that being a frustration if you didn't realize there was an environmental element involved.
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