NullPointer
Member
The trickiest parts for me, control-wise:I'm about three hours in and man oh man the controls are so silky smooth for this game.
* Trying to nail those flip bars with the toilet paper strewn on em - they're always right next to power-lines so the magnetism will draw you to the lines instead of the bars 90% of the time when approached from above. Reminds me of - sorry Miles - Infamous, and trying to get those energy shards that were placed in areas where the only difficulty was overcoming the game's super magnetism - like on top of a pole next to an overhang. Same deal.
* I wish there was a straight-forward way to change direction while wall-running. If there is, let me know because it could come in useful.
* In the heat of a tense battle of defense mission I try to very very quickly use the weapon wheel to pick the appropriate boom-boom, but when I bring the wheel up super quick and select a direction I tend not to end up with the weapon I thought I selected. Maybe I have no dexterity or maybe its a little slow to register. Not sure. But it happens often enough.
Oh hell yes. I described the game to a friend before I played it as Insomniac's take on Saint's Row, but there are a million different ingredients in here. Everything mentioned above, along with Crackdown, Diablo 3 (for hot swappable power synergies and how amps work in a manner not unlike Nephalem Glory), and even some RTS/Tower defense elements - you definitely end up juggling quite a lot at once in some of the trickier missions and it comes down to how well you can make snap decisions and traverse to get the proper vantage points and firing lines without stumbling.People have to say that it's kinda like inFamous + JSR + Tony Hawk + Saints Row or whatever. That tells me that we succeeded in making something unique.