So, here's the ass-breaking section on Control Resonant.
Remember the rules:
The main plot is rather subtle, and the interesting events are too slow. The story, which could have been set in about 15 hours, has more than doubled in length, causing it to lose momentum quickly.
Some dialogues are comically repeated often for example, conversations around the bodies of soldiers found.
The combat system proved to be the main disappointment.
As Dylan progresses, he hardly receives any new tackles: most of the leap comes down to passive bonuses, statuses, and modifications to basic attacks.
Different types of weapons look spectacular, but use virtually the same basic combinations and charged attacks.
You can 't build really interesting and diverse combinations between weapons and abilities .
The battle cycle remains too simple.
Refusing mandatory paring is interesting in itself, but one evasion is not enough to provide the combat system with the required depth.
In terms of depth of battle, Cubed3 compares Control Resonant to the God of War of the PS2 era, but here the game lasts more than 30 hours, causing the battles to tire out.
Up to the level of Devil May Cry, Ninja Gaiden and even Kingdom Hearts II, the combat system, according to the authors, does not reach much.
Skill trees and a build system only create depth visibility.
Scoring looks spectacular, but requires little skill: just wait for the windows and charge the right attack.
The enemies are too fat and require too many strikes, and the fighting itself is often unjustifiably prolonged.
The enemy's designs and animations are too chaotic and poorly readable in close combat.
When dozens of opponents are around at the same time, the battles turn into a messy dump rather than a controlled battle.
There is a lack of well-defined sound signals of attack, and because of the visual effects and unusual anatomy of the enemies, it is difficult to understand what is happening.
Sometimes it's not even clear if the enemy gets hit.
Most opponents are visually rather patterned and in themselves uninteresting in battle.
Instead of the unusual structure of the Old House, the game offers a more standard and boring open New York.
The open world is filled with repetitive activities: for example, in each new zone, you have to activate the map points again.
The game gives the impression of a more free-form structure of missions than it actually is: for many tasks, you still have to discover the necessary mobility skills first.
The urban world feels outdated in terms of layout and filling, and interesting events like a cursed bus are too few.
There's too much artificial stretching of content and filler in the game.
In the settings, you can radically simplify the fight: change the damage, timing windows, and cranes without any fines, while achievements will continue to open.
If you twist these parameters in favor of the player, Dylan becomes virtually invulnerable, and enemies and bosses die almost instantly, making progress feel empty.
The bottom line is the same: battles are too simple, boring and repetitive, although much of the game is about them.
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