![]() Dynamic bone crushing has been added as the blunt weapon analog to General Carnageĭynamic slicing. If using an edged weapon, the player may slice in any direction using the right analog stick and watch as enemies are cut dynamically based on these slices. This mode does the best job of displaying the game's dynamic slicing. The HUD features two meters for each player: the first for health and the second for "glory." Once filled, the glory meter enables the player to execute an attack that slows the action and brings up a picture-in-picture window allowing the player to telegraph individual strikes. Even in cooperative mode, players may attack one another although this can be toggled through the game's options. Cooperative play is supported for up to four players locally or online. The game includes 20 levels in the single-player campaign. The player may carry two weapons at a time, and they may utilize either at any time. Many are typical weapons such as knives, swords, and hammers, but the arsenal also includes single-use weaponry. The game contains over 140 weapons which are found strewn throughout the world and are usable by players. In addition to striking, players may command their characters to block, jump, and push during combat. The characters roam a brightly colored 3D world slicing up enemies using the right analog stick. The world promises to juxtapose popular and cutely designed fairytale characters with the gory swath the player will cut through them all. The game will feature "Dynamic Slicing" technology which will allow the player to cut up various cutesy enemies in unique ways. ![]() The game charges the character with restoring their lost fame and saving the fairytale world from destruction. How something so colourful and quirky became so bland is a mystery of the creative process.Fairytale Fights is a hack and slash platformer that puts the player in the shoes of one of four protagonists from popular fairytales. There are clearly some talented people at Playlogic - notably whoever did the endearing cut-scenes, which play out like Hanna-Barbera doing The Matrix. ![]() None of them lasted 10 minutes, and nobody came back. Grabbed by the garish colour scheme and arresting art, three or four people sat down for co-op. It's telling that Fairytale Fights attracted a lot of attention in the office. These are faults, of course, but compared to the grinding mediocrity of the rest they're just the equivalent of having your radio stuck on Heart FM in a really long traffic jam. Then there's the dips in frame-rate, the peculiar perspective which makes precision jumping impossible, the way that the camera abandons a player left behind in local co-op, the way the over-cluttered and yet innert levels obscure more than they decorate, the weapons you can't pick up (or which float spookily skywards for no reason), the tedious bosses or the incredibly grating repeated instant-death sections. No penalty for dying, no reward for surviving. You can also spend money on improving the statue of yourself in the hub town that no-one will ever see or care about. Occasionally you come across a wishing well, which, for a fixed amount of treasure, will spew out weaponry, but said weaponry is rarely better than what's lying on the battlefield anyway. There's no need to care about how much treasure you accumulate. This beaver boss borrows heavily from Gears 2's lake monster.Įxcept they're not precious. Getting killed loses it, but this is the only penalty for dying - a few of your precious baubles scattered around the tombstone where you immediately respawn. Killing enemies and opening chests produces treasure. The lack of challenge is the final nail in the coffin of fun. Then it chucks a few more in to make sure. These enemies are also the feed-bag for Fairytale's one-trick pony: all the game does is put the player in an area with a closed door or magical barrier and pour enemies into it until you've wiped them all out. After six hours or so I had only really met eight or nine different types, some of which were just reskins with different weapons and the same attacks. Button-mashing without the buttons.Įnemies are recycled with depressing regularity. You don't need to do it - flailing wildly is easily as effective. ![]() Once in a while an enemy shoots upwards, and once I even juggled him up there with some follow-up blows, but it all seems to happen by accident. Flicking the stick around rather than mashing buttons is initially intriguing (although not that new - Rise to Honour represent), but it quickly becomes so dull that the play experience is entirely disconnected.
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