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[Hide] (120.2KB, 1920x1080) Okay, now for something more unambigiously anime: the MotorSlice demo. It's a third person action/parkour game starring an anime girl with a chainsaw sword, way too many moles, and a malfunctioning drone which doubles as the in-game camera. For work-related reasons she wanders around a megastructure and fights fuckheug construction robots by climbing them Shadow of the Colossus-style and carving them up.
This is a pretty neat idea, but there are some caveats. The first is that the character handling isn't what you'd expect and definitely needs a bit of fixing up. P's movement is much closer to what you'd see in a cinematic platformer than in most platformers or action games. Her jump has very little air control and both feels floaty in the middle yet drops like a stone near the end, so you really have to commit to every leap. This isn't too big of an issue on its own once you're used to it, but it plays into a bigger problem. See, when you combine it with how horizontal and vertical wallruns, mid-climb jumps to an upper ledge, and regular walljumps are all triggered by pressing the jump button against a wall, any quirk in how the game guesses which of these four moves you're trying to pull off depending on your input and camera angle means you can all too easily fling yourself in the wrong direction with no hope of recovery and fall to your death.
The other may be something specific to the demo's boss and not the rest of them, but I'll mention it anyways. A big part of the fu