It's funny seeing you mention the QoL improvements. It was very much background music just to fill the silence imo. Yeah the OST for the remaster wasn't anything remarkable. When it happens five times and you're forced into a 3-4 minute cutscene that you've watched enough to half-memorise, that gets really annoying over time. Dying/failing a puzzle five times and restarting your save would've been fine, because the pace never breaks. The main character sure does like to spin around a bunch when the camera shifts.Ĭlick to shrink.Honestly my main issue was the lack of a skip button for cutscenes. The camera system also does get disorienting and finnicky.
This would fine and dandy, but pair that with UNSKIPPABLE CUTSCENES and you've got a recipe for some great frustration. If you die (or fail a time-sensitive puzzle), you're taken back to the main menu, with your only option of continuing the game being loading one of your manual saves that you can only do at specific points. It is very much is a PS2 game through and through. The port does very little in the way of QoL improvements, and the game suffers for it imo. My problems with the game mainly stem from how much of a product of its time it is. This definitely struck me as one of the inspirations for God of War's orb system (though that could be some other game I haven't played (DMC?)). These demons' souls allow you to upgrade your swords and/or orbs as you see fit. How does one enhance an orb you ask? Well, upon killing a demon, you suck up its soul (or regain health/magic). Some of these gates might require an "enhanced" (i.e. Each sword has its own gate type and you have to equip the respective sword to unlock a specific gate. Your swords also have these orbs that allow you to unlock gates.