El Shaddai: Ascension of the Metatron Review
Shaddai or shouldn't I?
Version tested: PlayStation 3
Editor's note: This import review of the Japanese version of El Shaddai was originally published in June 2011. We present it again to mark the game's release in the UK and Europe today. There are no differences between the versions significant enough to affect our opinion of this great game. Be sure to check out our article on The Making of El Shaddai, too.
El Shaddai has everything you could ever want from a Japanese game. It has a transforming robot made out of motorbikes, a moonwalking dance master throwing shapes in front of the screen whilst you try desperately to fend off his minions, doves with boxing gloves for heads that gently but assertively butt you out of the air mid-jump, and so much more. Anybody who has ever spent time rummaging hopefully in the import section - it's out in Japan now, with a Western release planned for later this year - was hoping to find something like this.
And despite the fact that everybody's clothes come off as they take damage, there are absolutely no uncomfortably young-looking ladies in improbable outfits. Instead, there are topless blonde angel hunks and eerily naked humanoid blob-things. And giant, masked and armoured pigs. And monocular pyramid-headed Guardians that turn into giant bats. And and and.
El Shaddai: Ascension of the Metatron is the maddest and most beautiful thing I have played since... I don't even know. Probably Space Channel 5. It takes you on a breathtaking aesthetic journey that begins with strange, abstractly tribal landscapes and majestically solemn religious imagery before cartwheeling off in completely unexpected directions. The only thing that even remotely compares to it in terms of visual impact is Child of Eden. El Shaddai isn't perfect, but it doesn't have to be; it's unique, and that's much more important.
It's enormously gratifying that El Shaddai turns out to be so wonderfully varied, because at first it comes across as a bit limited and self-aware. Games with strong aesthetic statements do often take themselves a bit too seriously. The first chapter or two busy themselves with teaching you the basics of the combat system, introducing the three weapons that you can steal from stunned enemies and establishing a regular pattern of battle-rich 3D environments interspersed with stunningly beautiful 2D platforming interludes.
But about a third of the way through the game, it begins to reinvent itself dramatically with every new chapter. It gets better and better.
1/14 The animation is extremely elegant, right down to the way Enoch comes to a natural stop after running.
The combat itself is deceptively simple, with one button to attack, one to block and one to jump. It's all about timing. Button-mashing will get you the odd three-hit combo, but pausing just a half-second between button-presses changes the type of attack that you unleash, allowing you to chain balletic sequences of counter-attacks and dodges without getting hit. Once you get a feel for it, it's rhythmic and instinctive.
What gives the combat its kick is the ability to leap upon stunned enemies and steal their weapons for yourself, letting you switch quickly between battle styles. There are only three different weapons: the Arch, which looks vaguely like that curved thing that Klingons slice people up with; the Gale, which is a projectile weapon that sends explosive darts of light at foes; and the Veil, which essentially turns your hands into giant hammers.
They have something of a rock-paper-scissors relationship, and bosses have coloured haloes or other visual cues to indicate what they're weak to at any one moment. As the game progresses you gain Boost and Overboost powers, which let you regenerate armour and call upon heavenly spirits to strike with you.
El Shaddai's combat looks completely different when you're watching a skilled player, as opposed to someone who's just bashing their way through. El Shaddai really is all about the visual, and when you're playing it right, it rivals Bayonetta in fluidity and spectacle.
As for those 2D platforming interludes, they're mostly there to give El Shaddai's visual designers space for their overactive imaginations to spill over. Sometimes our hero, Enoch, and the platforms are just black silhouettes against a backdrop of exquisite stained glass; sometimes you're running across cresting waves; often the light sources change as platforms fall from the sky beneath your feet. There's no way to describe El Shaddai's visual style without sounding like an amateur poet, but the screenshots don't lie.
This is where I would traditionally attempt to give you the bare bones of the plot, but frankly I have absolutely no idea what's going on, and in fact I suspect that El Shaddai is all the more glorious when you don't understand what's happening.
You play Enoch, the aforementioned blonde angel hunk. Then there's Lucifel, with his carefully spiked hair, host-bar outfit with undone shirt, mobile phone and translucent plastic umbrella, eternally out of place in Ascension of the Metatron's luminescent, ethereal worlds. He's the narrator, dropping in and out to stroll casually about a paused scene, talking in riddles and offering advice, or leaning against a pillar having a chat about how you're doing on his mobile (and, helpfully, offering you the opportunity to save).
The wonderful thing about El Shaddai's story, art direction and style is that it's not self-consciously Japanese. Most jaw-droppingly beautiful games - Odin's Sphere, Muramasa, Okami - retreat into traditional art to find their style, but El Shaddai is futuristic, science-fictional, psychedelic.
There's a fantastic motorbike interlude in Chapter 5 where it suddenly turns into Tron; then it very comfortably transforms again for the next chapter, dropping you into a washed-out negative of an Escher-like geometric landscape. The music, too, varies from quasi-religious chanting and wailing to minimalist electronica and, occasionally, the odd J-rock guitar, never clashing with its visual context. It's astonishingly comfortable with regular aesthetic reinvention.
It's not quite so happy to reinvigorate the gameplay, though, which is the one thing that counts against El Shaddai. Once you've learned to use the three weapons effectively, which didn't take me more than a few hours of experimentation, there are no new combat innovations to look forward to, and the enemies are similarly limited to the same three fighting styles throughout, however various their forms.
1/35 El Shaddai actually got to number 3 in the Japanese charts when it was released, suggesting it might not turn out to be the usual Artistically Worthy Flop.
It can also be a total bitch at times, particularly the bosses. It's not afraid to be difficult, which is something I really like in a game, but which can also undoubtedly be frustrating. The platforming requires a real feel for distance and timing, and it's very strict about whether or not you've landed exactly on a surface - come down just at the edge, and you'll fall off.
Falling is actually more of a problem in the 3D sections, where El Shaddai's incredible art very occasionally gets in the way of being able to see where you're supposed to go. Lose your rhythm in the fights, meanwhile, and the tide quickly turns.
But I'm continually drawn back to the way that El Shaddai makes me feel. Like Bayonetta, like Rez, like Okami, it changes the way you think about games - and yet it's remarkably unpretentious. It's not got quite enough gameplay meat on its bones to position it alongside those classics, but it's been the most refreshing experience of the year so far, and visually it truly is incomparable.
Plus, and most importantly to me, it's stratospherically mad. At the point where I emerged out of a narrow corridor into what turned out to be a vast stadium and a gyrating dance master exploded from the sea in an outfit that would make Lady Gaga proud, I almost collapsed with joy. If that sounds like you, this could the best thing you buy this year.
9 / 10
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Comments (93) Latest comment 8 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Game sounds excellent though, although I missed a paragraph due to said advert above.
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Well, this is on my radar now. Fo Sho'.
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I assumed and feared that this would be a style over substance (which it sounds like it may still be, to a degree), but when compared with other games that have gone for such an approach (Rez/Okami) and managed it successfully, I'm now very, very tempted....
Still can't imagine it doing well in the charts though, unfortunately.
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I'm tempted to get this, but need a bit more information.
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I completely agree with you regarding how it looks in action. I haven't played it, but in motion this game is easily one of the most beautiful games I've ever seen. Isn't it sad that there aren't more full price titles that take advantage of the artistic possibilities gaming offers?
I'm going to check to see whether there's any footage on the internet to see what the English dub sounds like, and if its poor or ill-fitting, I'll plump for a PS3 import.
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More importantly, the new screenshots for this game look fantastic. When it was first announced, they discussed how good it would look, so I checked the screenshots and it looked like arse. Looks much better now.
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I predict at least an 8 from EDGE now as well.
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Racist much?
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edit Good luck for the future Kezza, EG is loosing its best reviewer!
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Import may be worthwhile but I would wait for US English localisation to import, as I don't read Kanji beyond a mere handful of symbols!
Glad the game got critically positive review.
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ugh... i limited browsing internet with no images or multimedia.....
btw reading the review it seems good, my friend played the jap ver on xbox also said its good. hmm but still wondering about the story... the article not mention much in story ....
hoping the story not got too many japan melodrama in wrong place wrong time a-la FF 13....
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Thanks.
(running Chrome, btw)
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Nah, just the rest of us disappointed by your distinct lack of class.
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The game hit #3 in the charts the week it was released because the early trailer's corny dialogue became an internet meme and that built a bunch of hype. But once the game released and everyone saw how they'd cut corners and rushed to finish (like lack of fully rendered cut scenes; pretty much what you saw in the trailer is it) that by the following week there were so many people trading it in that most game stores would barely give anything for it. It's currently in the bargain bin. Ignition knew it wasn't going to live up to the hype so they rushed out the soundtrack and art book and other junk with the game launch before anyone could catch on.
Looks great and the soundtrack is good but otherwise it fails to deliver.
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Never would have expected it to get a 9.
As for region locks, all ps3 games are region free (although sony published games require same region for dlc), a lot of 360 games are too. Japanese 360 games however not, so wait for the US or Asia release to see if they're region free.
/edit: I knew this would get negged. Really anyone playing the demo on the 360 will be thrown back in time gameplay wise but be pleased about the chosen visuals. Not for everyone and surprised it got a 9 as it really is a niche.
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Max FPS: 60
Min FPS: 29.5
Averange: 46.714
Tearing: 0
[link url=http://www.youtube.com/watch?v=ae4PX_gkLd8
]http://www.youtube.com/watch?v=ae4PX_gkLd8
[/link]
El Shaddai Demo Analysis - XBOX360
Max FPS: 59.5
Min FPS: 28.5
Averange: 38.679
Tearing: 0
[link url=http://www.youtube.com/watch?v=NDdAZrfLDT8
]http://www.youtube.com/watch?v=NDdAZrfLDT8
[/link]
/ Ken
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the ps3 version already got eng patch now....
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This review sounds mostly great but the comparisons to Bayonetta worry me, as 15hrs into that particular game I felt like I was becoming braindead from overwhelming tedium so I stopped playing it and sold it on.
I really hope I will like El Shaddai, as the original aesthetic and in particular the total bonkersness really appeal, but I'm just not sure the gameplay's going to be for me...
I guess I should just play the demo when the Japanese PSN gets switched back on and make a decision based on that.
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But seriously, this sounds as good as I had hoped it would be when I first learned of the game. In all the ways.
Also, is it true that the game doesn't contain inappropriately sexualized female characters? And even replaces them with good looking MALE characters? Because that would MAKE MY DAY. Please say it's true!
P.S. I love the androgynous look for the main character - after all, he's an angel! How do you think they should look? Plus somebody finally had the balls to go all the way with the prettyboy archetype, hopefully making a few people uncomfortable along the way.
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Oh well. I guess I may as well grab the demo anyway, but it sounds unlikely it'll grab me unfortunately.
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Will have another look.
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Keza's back!!!!
*reads editor's note*
D'awww
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'Bayonetta and Okami would have been great games despite their art/style direction, this wouldn't.'
However, comparison to Rez isn't a million miles off, lets not forget, Rez came out before you were allowed to 'Feel' anything about video games, and so, people didn't get it, and it got mostly slammed critically, but became popular due to its cult following.
For all intents and purposes, Rez was Panzer Dragoon, with gameplay modifying music.... that was it, the art direction, style and general artistry behind it however, was masterful, making for an amazing over all experience, if you 'Got it' great, if you didn't, then no worries.
But Rez stuck to one over all style, and didn't really care if you didn't like it, where as El Shad seems more like, "Lets do as many as possible, people are bound to like one of them!"
Anyway.... I do think this is one of the problems with people now comparing video games with art, true, there is artistry in them, and sure, they can influence emotion in people, but, the thing with art is that you can't give it a number, what I mean, is you can't rate it.
Some people like certain pieces of art and 'get it', some people don't and 'don't get it'.... but the difference between art and games is that the people who like a piece of art don't rate it as a way of trying to justify its virtues to other people, its pointless as they will never 'Get it', no matter what score or explantion is given.
So to sum up, what I'm trying to say, is I didn't 'Get' El Shaddai in the same way I 'Got' Rez.... and so in my eyes, this will never ever be as good, but I'd never try to influence someone into thinking the same way as me, that'd be pointless.
I'd say play it first before excepting another persons 'personal experience' with the game as your own.
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Just to be clear though I don't want to be too judgmental of "style over substance" as it's a label that can be applied to many highly enjoyable titles but it's always the case that if you don't get on with the style you'll get nothing out of the game.
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Any way hyped it got a 9.
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Actually most people from the screenshot comparison article on this site never saw it coming either, most people on the thread seemed to expect a poor game.
http://www.lensoftruth.com/head2head-el-...
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The frame rate is all over the place, unlike Bayonetta (on 360 anyway). It went between 60 mostly and 30-ish FPS just because I was fighting two enemies depending on direction of the camera, in a thoroughly uncontrolled manner. Is this a review of PS3 and is the PS3 more consistent perhaps?
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I HATED BAYONETTA though I tried to love it. NOT ONE SINGLE PART of the game was entertaining to me.
The plot was awful and the art style was absolutely pretentious.
Too bad for me ,I guess, I couldnt enjoy it.
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I must say it is pretty spell binding stuff; I frankly didn't know whether I was losing boss fights and carried on in a different path or whether I was destined to lose. Now a couple of hours in and the graphical style of the whole game has changed about six or more times and there is just so much artistic creativity in it. I wouldn't say that it all gels together in a seamless package like Rez and it is apparent that the gameplay is just a standard hack and slash (albeit with pretty good controls), but none the less the whole experience pulls you in until you can't wait to find out what crazy situation you'll be in next.
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I'm starting to trust Keza's reviews less and less these days. It's like the game described in the review is completely different from the one I buy. At this stage I'm trusting my impressions from the demo i.e. this game was repetitive and had seriously fiddly combat mechanics.
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Firstly, great username - one of my favourite games on the Speccy that one
I think you've put a really interesting slant on a very common discussion; a slant on "are games art?" which to my mind at least hasn't really been touched upon before.
Rez is a particularly interesting example because there are so many artistic iterations built around the fundamental mechanics that game employs. Space Harrier, Afterburner, Panzer Dragoon, Rez and now Child of Eden (and probably other games I've completely forgotten about like G-LOC) provide more or less the same gameplay but the artistic choices made each game feel very different.
Picking up Rez on the Dreamcast, I was instantly familiar with the requirements of the core gameplay, but despite this, piloting an F-14 felt nothing like floating through the abstract worlds of Rez. Personally, I love them both, but I can certainly appreciate why some people would feel more at ease in the real world setting of Afterburner, or even the familiar fantasy setting of Panzer Dragoon.
It just shows how important the artistic direction is to defining a game's success on a commercial and critical level. So long as the core mechanics are solid - be they innovative or well established - a game really stands or falls on its aesthetic choices.
You could probably re-skin Modern Warfare 2 into a surrealist abstraction of the violent birth of the universe and if no association with COD was made, the game would probably flop completely, in spite of essentially being the exact same game.
Still it doesn't take much these days for people to sit up and take notice of imaginative graphics, which from a critical point of view, says a lot about the overall lack of imagination in the gouraud shaded, "realistic" worlds most games populate. Whether this is cause for concern is debatable, but its certainly interesting to reflect on, and all the more notable when games push visuals as far out of the box as El Shaddai does.
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I see the direction your coming from, and I think you make some very valid points, especially the 'If a game was a different graphics style would it sell?'. Like you say, an interesting topic for sure. P.s. Re- Username, it was one of my favourite Speccy games and Arcade games... and Amiga games too! haha.
@ gotyourmoney
"abstraction has nothing to do with art."
- Tell that to Van Gogh or Picasso!
"Thirdly, everything is art, the discussion should be more along the lines of 'can games provide valid emotional experiences'"
- I agree and disagree with you there, I'm not sure how you can say Abstraction has nothing to do with art, and then totally contradict yourself by saying 'Everything is art'?
But I totally agree with the possible discussion of 'can games provide valid emotional experiences', thats a discussion that has already raised a healthy debate across the industry too.
"Then again it's probably because they're so young and everyone working on them is a retard (Not when it comes to programming though, for the most part)."
-Yes the industry is a young one, but 'everyone working on them a retard'?
Even if this were the case, and not just an obvious attempt to induce flame, I refer you to the 'infinite monkey theorem'.
Eventually, they 'will' become great at evoking emotion and taking players on literary journeys. Its only a matter of time.
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How the fuck EG can give this 9 but Dead Island 6 is anybodies guess.