predcon: I just got around to finishing the demo. I have to say, I find the new "Gauntlet" style of play refreshing from the first two entries' "automated, click to start attacking" combat system. The "gain mastery in a skill by using it often" appeals to me, especially since I just beat Conan (PS3), which had the same mechanic. It's much more streamlined than the old "Use Melee attacks to gain levels in STR; Use Ranged attacks to gain DEX; etc", which meant that a lot of really great loot with high requirements in one specific attribute went unused for "Mixed class" characters. I'll miss not being able to create my own character, but probably not for very long. I'm still trying to wrap my head around how the story sets in after Broken World. Apparently it takes place a scant fifty years after the Second Cataclysm.
Anyway, the demo has swayed me, so I think I'll get it when I finally get around to buying Splatterhouse and Castlevania: Lords of Shadow.
ViolatorX: I agree with this and I throughly recommend splatterhouse just for being pure unadulterated fun kind of a more heavily violent version of this really, this seems more of a simple action game than a fully fledged rpg.
I quite enjoyed the demo, Graphics were pretty good and im a fan of hack and slash combat so I would say it was an improvement on the previous systems. It feels rather similar in ways to record of ladoss war which im playing on the dreamcast atm.
Seems a bit linear but it seems to be a simple yet effective game, the combats solid and is a good challenge, you never seemed to weak or too powerful through the demo.
I'll prob pick it up after I finish a few games ive been telling myself Im going to finish, RODW and both shenmues will take a lot of time though.
The "Siege" series has always been linear in the sense that maps (excluding villages/sanctuaries) are long and narrow or claustrophobic if it's a tower map. In other words, "A traditional hack n' slash dungeon crawl". It's not exactly Minecraft or Garry's Mod. It's not "linear" in the sense that Super Mario Bros. only allowed the player to move forward, but in a hack 'n slash, there's not a lot of room for improvisation or "free-thinking play". Your only real "wiggle room" in the game is how you want to spend your points when you level up, and whether or not you want to pass up immediate cash rewards for what appear to be rare item rewards and "Brownie Points for the Legion".