We were also shown a one-off, rail-based shooter segment in which War rides atop a griffin he commandeers from an angelic enemy. He uses the creature to traverse quite a large chunk of the game world, all the while under attack – or being pursued – by other flying beasts. The development team is admittedly comprised of folks who fondly recall Sega’s dragon-riding shooter franchise, Panzer Dragoon, and it shows in everything from the sequence’s pacing to the player’s ability to lock onto multiple enemies and send forth a multi-burst of homing beams.
Isn’t that how most games are designed though? Panzer Dragoon, for example takes elements from Nausicaa, Star Fox, Space Harrier, and no doubt a bunch of other sources, but throws them together in a refreshing way. The games you mentioned are quite varied in style and gameplay, so I would have thought the result would be similar.
In most cases I would agree with you Solo. But, when your playing the game:
riding a horse in the desert fighting a sand worm with a camera view exactly like Shadow of the Colossus almost exactly like #10, in a dungeon moving around orbs to reflect light like the mirrors in Legend of Zelda, making various portals obvious and blatantly like the game Portal, fighting a dark version of yourself like Dark Link and using various weapons like a grappling hook and boomerang-like shuriken, and using the shuriken to highlight diffrent elements to solve puzzles like Darksector’s glaive;
in this case I refuse to agree with you. These elements may have tried to be woven into the so called fabric of the game, but it’s like:
“HEY LOOK WE COPIED ALL OF THESE GAMES AND WE ARE SMAKING YOU IN THE FACE WITH THEM!”
I will agree the game is indeed fun, but not in any means able to stand on its own on any kind of new creative ground.