All of these components – the setting, art, and music – set South of Midnight apart in a major way and made me extremely excited to get my hands on it. The flipside of that is that what I saw of gameplay offered far less originality. Combat looked like a pretty by-the-numbers system of dodging, striking, and finishing moves that are quite well-trodden, and exploration relied on double jumping, midair dashing, and grappling to distant locations that are pretty standard stuff. The boss fight against Two-Toed Tom, for example, was a very repetitive process of leaping over telegraphed attacks and whaling on the gator when he presented obvious opportunity to do so.
Compulsion Games says that while they expect gameplay to be engaging, it isn't nearly as much of a focus as the story, music, and other elements they've clearly put the lion's share of work into. Instead, they're keeping levels relatively short for a ten-ish hour story and putting all of their chips into South of Midnight's exceptional presentation and worldbuilding, and so far I'm convinced they just might pull it off. After all, even without playing it myself, it's made a great impression on me. Here's hoping it delivers when we finally get to play it next year.
De las previews de Noviembre, que viene a decir que la jugabilidad a IGN les pareció repetitiva, como ejemplo ponen una pelea contra un jefe donde el combat era un proceso muy repetitivo de saltar ataques telegrafiados y luego tirarle una lanza al bicho todo el rato.
Y que desde Compulsion dijeron que mientras que la jugabilidad sería apañada y entretenida, no se habían centrado en ella ni la mitad que en la música, historia y ambientación.
Por si alguien lo iba a pillar pensando que sería algo estilo Hi Fi Rush divertido de jugar, parece mas unjuego tipo Hellblade pero centrado en la gente que le guste/interese el lore del sur de USA (?¿ ?¿)
A ver si hay suerte y no tienen que cerrar el estudio el año que viene porque la hostia va a ser bíblica