The website 3DJuegos, always talking kind of from the inside, has published a preview from the E3 demo where they explain pretty much everything in detail.
It's not impartial, as always with this web, but there's some good information and a couple screens and vids.A Dracula more humanized than ever comes back, to close the Lords of Shadow series. A title that takes the mechanics presented in the original game and adds new blood. A perfect game for closing this generation, where the spanish developers at MercurySteam ask themselves the question of why the man is just "a miserable pile of secrets".
¿What is a man? That great question once asked by Dracula on the mythic Symphony of the Night, so popular amongst this franchise followers, is reproduced during the first moments of the demo that showed Lords of Shadow 2 at the E3. It is possible that MercurySteam added it just a plain homage, but the truth is that, beyond that legendary phrase, SotN didn't ask very much more; however, Lords of Shadow 2 does. It's plausible that with the sequel of MS's CV we see the more humanized Dracula in the entire saga, with permission of the fans.
Milenary bite, fresh bloodBut this is not more than suppositions, given the demo focused on offering us the purest gameplay, presenting us with a Dracula sitting on his throne, quiet in front of the human harassing his castle. There's little humanity left in his first words, where he treats his enemies as just food, but this first banquet allow us to have an idea of how the attacks system and combos have evolved in LoS 2.
Combos are still there, every one of them almost identical to the original game, focusing a lot in the rythmic pulsation of buttons, more than in the pure brute smashing. Where MS spent more time is in evolving the magic, and they definitively improved themselves. The system of life absortion and powerful punches has reached a better balance, replacing the powered whip with two new weapons: the spiritual sword (to gain health) and the gloves (to infringe more damage).
These changes were totally neccesary and perfectly logic, given that noew the reach is more limited. You can do a great deal of damage to your enemies with the gloves, but the reach is a lot slower than with the whip.
Likewise, the sword features more reach, but it's still just the basic Belmont weapon. This will allow us to keep changing weapons all the time without centering on a single one: there will be times where we'll want to do damage and we have magic for that, yes, but the enemy may be way too numerous, making us choose a tactic with the whip that is safer. On the contrary, there will be another ocassions where it's possible that we want to use the whip, but certain enemies will keep wearing shields, forcing us to use the gloves to break it before we can continue the attack.
If we add to this the oportunity to grab our victims instead of finishing them off with the whip, we'll be able to get more health drinking their blood, something that justifies more the grab we used to have in LoS 1.
And the dodge? Delicious, since it allow us to transport just a night lurker, or, to speak properly, as an evolution of the fog that Laura used on Reverie, but faster and with more efficacy and style.
Going out of the castle after our first steps, we will face a new character with a golden armor and wings. He doesn't present himself, but he drops another homage for the fans: "Die monster! You don't belong in this world!", first pronounced by Richter in SotN. We'll fight him, but he will also go around the scenery, destroying everything and targeting us with his golden arrows, while we fight more and more soldiers.
We will also have zones to explore and walls to climb. This last concept wasn't very exploited in the first title, but here we have a lot more of variety. The fights mix with the jumps, and these two with scenes of climbing, which at the time are mixed with traps on the wall from a titan attacking Dracula's castle; and, at the same time, we have the winged warrior firing arrows endlessly, which we'll have to dodge but also use to our advantage.
Thanks to the great variety and quantity of situations that happen simultaneously, LoS manages to give you a restless experience, and to keep you tensioned when you have to be, worrying about a lot of factors, and relaxed when you are exploring and gazing at the landscape, that appear to be, more than stages, paintings (like that of Dracula's throne room), due to fantastic and risking cameras and brilliant lighting.
The camera, as we know, is changed, but the more relevant factor is within gameplay itself, because the first time we played it felt so natural that we didn't recognize the change.
Besides, there are still a lot of fixed cameras, so we won't lose at all that style, prefered by some players.
It may seem few the changes on this demo that is this way because it needs to, but it changes radically its narrative aproach, because that's the way it should be. The changes we mentioned, such as magic or cameras, work for the better. It can be a little polemic the fact that pressing a button the grab points will highlight, but it's a decision taken because in the first game many people got lost without knowing where to grab. Besides, you have to only press a button, so you won't to think about that.
Castlevania: Lords of Shadow 2 was a very solid demo in this E3 full of new generation everywhere. There are still many questions and doubts unanswered, such as what MS plans to do with the problem of stages at plain daylight (we will ask this to Enric on our next interview, though maybe certain white-haired character holds the answer to this), but as of today, they leave us with desire to find out more about this game, and of course, to play more.
Original article (in spanish):
http://www.3djuegos.com/juegos/avances/9759/3883/0/castlevania-lords-of-shadow-ii/