|In the beginning, god appointed a group of angels to watch ove r the world. These angels were called the grigori. Over the age s they became fascinated with humans. After succuming to temptation they abandoned heaven for earth. In fear that humanity would lead astray by the fallen angels and deviat|
The basic story line for El Shaddai game is you play as Enoch, a priest sent by heaven to seek out seven fallen angels who have abandoned God and fled to Earth to capture them before God floods the Earth. The plot can be very confusing throughout the game & I wasn't sure what was going on for a lot of the game but it's the music and the visuals that make this game shine.
Combat is hack & slash in the same vein as God of War, Dante's Inferno, and Devil May Cry but more simple. You start the game off barehanded and gradually get three different weapons to steal from enemies. Attacking is about as simple as it comes since you just have one button to press & then can do two different moves with each weapons which just involve a press of two buttons.
The Most Unique Style and Game I have played!6/3/2012
I didn't say you must love it, but yes you should have this within your gaming references. Truly one of a kind artistic presentation and varied gameplay systems (beat-em-up, 3D platforming, 2D platforming AND driving) are the mark of a very ambitious project. I myself did love it -- apparently being one of the very few who HAPPILY paid full price for this upon release. I pretty much played with a dropped jaw. The scale and character of the art presented just constantly drew emotion from me. Meanwhile, I too can admit the clunker aspects; most notably an entire "walk toward the light" chapter. I do thoroughly disagree with people who criticize the elegant battle system. Simple controls do not equal simple (or easy - dare you to plat this game!) gameplay. Honestly it sounds to me like most reviewers haven't even fully utilized the nuances of the admittedly tight moveset. Charged attacks, delayed attacks, charged delayed attacks, charged jump attacks, often different moves depending on whether a directional is pressed simultaneously. All these multiplied by four (bare knuckle + 3 distinct weapons) means you have a lot of ways to approach battles. This choice of multiple functionality carries into platforming where weapons' associated jump specials (floating, mid-air dash, blocking dash) can cover your weaknesses, thus make or break your performance. For me, this highly artistic game even functions as a microcosm of art itself -- not every single aspect is about "fun," there are parts you have to work through for the greater experience, but your eye is always hungry for the next emotive image and your mind is constantly engaged in guessing where it will go next.