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Long read: The beauty and drama of video games and their clouds

"It's a little bit hard to work out without knowing the altitude of that dragon..."

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Genji: Days of the Blade

Less massive damage than expected.

Samurai Mania

In essence, you play as four characters in Genji 2: young swordsman Yoshitsune and his stoic tree-trunk swinging ally Benkei (who were the key characters in the first game) as well as token girl Shizuka, who swings around light blades on the end of chains, and Buson, a pike-wielding character who looks a lot like an enemy from the first game (for a rather good reason). Each of these characters has a fairly individual play style as well as a special ability of their own, which are used to solve a variety of puzzles. Shizuka can grapple to far away locations, Yoshitsune can run along walls, Benkei can break obstacles and Buson can, er, look a bit frightening despite having girly hair.

However, you'll probably end up playing as Yoshitsune a lot (especially at first), simply because he's the best balanced character. He's fast enough to counter enemy attacks, very mobile and quite powerful. Later in the game, other characters will become more useful, although by and large you'll still find Yoshitsune and Benkei to be the backbone of your force. An interesting aspect of Genji is that you swap characters in real-time (and yes, you switch weapons in real-time too, which is much less useful) by selecting them with the d-pad. So you could, for example, smash through an enemy's armour with Benkei and then move in with Yoshitsune to direct a flurry of fast attacks at his exposed weak point, before jumping backwards and selecting Buson, whose defensive powers are best, to avoid the counter-attack.

When the game requires this kind of strategy from you, or rewards you for it, it's actually really good fun. Regular, well-placed save points mean that you're rarely penalised heavily for trying out new things, although admittedly these become a bit more spaced out towards the end of the game. As you progress you find that characters other than Yoshitsune become more useful, especially as they find weapons that balance them out a little better. Each weapon has a unique set of moves associated with it, so characters do evolve significantly over the course of the game simply by collecting new weapons. Interestingly, the weapons don't necessarily get more powerful, just different, so your starting weapons are still relevant by the end. Weapons can be made more powerful by spending points earned in combat; you'll rarely have enough points to upgrade everything, though, so spending wisely is required. Similarly your characters' hitpoints and a special ability called Kamui (which allows you to take out a large number of enemies by tapping keys as you're prompted for them on-screen) can also be upgraded using hidden items that you find as you progress. You'll need to do this selectively, though, since you can't upgrade everyone at once.

Winged nasties require a different strategy to other beasts. Also, look closely to spot a tiny enemy crab!

The problem is that the majority of the game's combat doesn't require this sort of strategy - instead, it's possible to simply switch to Yoshitsune and slash away until everything is dead. It's by no means as bad as the previous game in this regard, and there's something quite satisfying about the characters' move sets, but it's not enough to sustain you over ten hours of gameplay - despite the combat allowing for fairly omni-directional slashing and switching position mid-chain. Equally, the puzzles that the game throws at you are all relatively obvious in nature, and the whole thing is depressingly linear, overall. Despite creating a beautiful representation of mythological feudal Japan, Game Republic seems determined not to let you strike out on your own and explore. Even in the massive battle sequences, you'll be restricted to fighting in your own particular corner by invisible barriers, which would have been depressing and annoying in a PS2 game, but simply smacks of lazy design a generation on.

Another World

That's far from the only last-gen hangover lingering here though, like a mid-morning headache and a taste of tequila every time you burp [thanks Rob - Ed]. The single biggest flaw with the game is the camera. It's the one issue which drops it in our estimation from being a somewhat traditional but very pretty and enjoyable slash-'em-up, into being a game whose improvements over its predecessor are totally overshadowed by its problems. For reasons best known to themselves, the designers opted to stick with fixed camera positions rather than with a tracking camera, and that just opens up a whole can of worms.

The result is that oftentimes you'll be fighting enemies who are off-screen behind the camera - or worse again, trying to navigate jumps and obstacles you can't even see. Consulting the mini-map becomes vital, because you simply can't see who you're fighting or where you're going half the time. In boss battles, you'll sometimes find that because the boss is behind the camera, you can't see the animations that prompt you to defend against a powerful attack. And so you die, in the most frustrating, unforgivable manner a game can kill you - because of its own shortcomings and not yours.

Kamui mode is a clever way of clearing out entire rooms in one go - but it can get repetitive fairly quickly.

Does this make Genji awful to play? No, not as such. It certainly means it's a lot less fun than it should be, and contributes to shocking frustration at times, but it doesn't mean it's dreadful, and Genji certainly does have its moments. In fact, the infamous giant enemy crab is a particularly fine example: despite sniggering when he appeared, swinging Benkei's giant club into his skull-like visage smashed his entire damned face off. And I didn't giggle, I laughed out loud because it was cool. When you execute a stunning move with Yoshitsune, or "tag" a few enemies with Shizuka and then make them explode with a casual swing of your weapon, while they're behind you and you're looking into the camera, the game feels right and the designers' knack of delivering animations fluently and elegantly shines through.

Then, a minute later, you'll fall into a pit you couldn't see and get your head smashed into the ground by an enemy who's off-camera, and Genji's flaws will come flooding back. It's a real pity, in a sense; the only way that Genji could ever have shrugged off the ongoing ridicule was to be so fantastic that nobody cared about MASSIVE DAMAGE any more. Left in the development oven for a bit longer, with the awful camera fixed and some more freedom to explore and interact with the world, the basic ingredients could have been fantastic. As it is, Genji is undercooked. It's not terrible, but it's not good enough to rise above the baggage of ridicule hanging over its shoulder. The saddest thing, though, isn't that. It's not even the camera. It's that, as a game, Genji on PS3 is going to be remembered for a long time, by people who will never play it, because it features a historically accurate giant enemy crab, while those who do play it will soon forget that it's a competent, beautiful-looking, but terribly flawed action game.

6 / 10

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