Every enemy swing can be blocked, which causes them to bounce back a little, leaving an opening for you to attack. You can dual-wield, but you’re most likely to be using one of your weapons as a defensive measure. It’s pretty clear from the start you’ll be in for a tough battle.Ĭombat makes some pretty sensible decisions. Minions twice your height slowly start to approach, proving effectively daunting as they attempt to corner you. What the art design lacks in detail, it makes up for in tone and scale. Eventually you enter an arena, lazily observed by a monarchic monster sitting on a throne, with towering walls surrounding you. Locomotion is simple enough, either using smooth movement or a leaning system. A splash of Sony’s ICO is present, too, though it’s more menacing at its core. Even in the few corridors you trek down, there’s a sense that you’re trespassing, as if the howling winds are a warning to leave the ancient halls. Gargantua’s demo does well to capture the isolated exploration of the Souls games. The free demo released last week suggests that it could well pull it off, though there’s a little more refinement required. It wants to steer clear of the messy physics of a thousand other Early Access titles as well as the easily-cheated, bolted-on motion controls of Skyrim VR. Gargantua, like many other VR adventures, desperately wants to get melee combat right, but on its own terms, much like in the way From did all the way back in 2009 with Demon’s Souls.
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