Occasionally there are slight loading pauses between areas, but these measure well under a single second and are hardly noticeable. The world of Sudeki is one continuous experience, slicing a swath from vast location to location is seamless. Sudeki’s graphics are really impressive, both in terms of technical and artistic achievement. You’ll have the ability to use advancement points in four different categories (health, power, essence, and skill) or to unlock new and powerful special moves. Sudeki’s advancement system again draws parallels to Bioware’s Star Wars opus. The reward for destroying wave after wave of monsters and baddies is, of course, experience points that will be used to progressively level up your characters. When you activate the Y-menu, the action slows to a crawl of 5% which almost guarantees safety but also leaves the door of danger slightly ajar. And hitting Y brings up a familiar menu system that gives you access to things like items and special moves. The black and white buttons are used for switching between characters on the fly. Melee characters can perform combos by hitting three-button combinations. Attacks, either in third- or first-person, are performed by tapping the face buttons on the controller. Sudeki attempts to integrate traditional RPG turn-based dynamics with real-time fighting and the result is a more potent and diverse experience that retains most of the age-old RPG trappings. The combat system takes some getting used to. ![]() Fighting from a shooter perspective makes dealing with foes a little easier than the head-on melee route, but melee characters have more hit points so there is a tradeoff. You almost always have the choice of switching to a different combat mechanic, the exception being when you are adventuring solo without additional characters in your party. In ranged mode, the action switches to first-person mode and the combat takes the form of a typical shooter. In melee combat, your character is controlled from a third-person perspective, akin to all combat in KotOR. There are two forms of combat in Sudeki: melee and ranged. It is seldom that you won’t know how to tackle a puzzles the game throws at you, but using Tal’s, Ailish’s, Buki’s, and Elco’s special abilities to progress through certain areas still feels worth doing while you’re doing it. And Elco’s proprietary rocket pack allows him to freely soar across chasms. Thanks to the Wolverine-like outstretched claws on Buki’s weapons, she can easily scale certain walls to reach otherwise inaccessible locations. Ailish uses her magical dispelling ability to make appear hidden treasures and passageways. There’s the obligatory crate pushing puzzles that Tal can handle because of his great physical strength. These puzzles are not difficult or complicated, they are simple and straightforward. Occasionally, your venturing will lead to simple puzzles that require you to utilize the strengths of your four characters. Enter Tal, the protagonist swordsman Ailish, the sorceress Buki, the bootiful catwoman warrior and Elco, a scientifically oriented ranged weapons master all of whom will bring peace back to the world of Sudeki by defeating the evil deity known as Heigou.Įxploration, like with Knights of the Old Republic, is performed in fully rendered 3D environments that are loaded with tons of detail, assorted interactive personalities, and large open range topographies. There’s a dark god and a light god, and they conflict and battle and probably don’t share similar philosophies or interests. The story revolves around four warriors that have been brought together by a deeper understanding of an ancient evil that threatens to destroy the world. Sudeki’s storyline is admittedly a bit shallow but it’s amazing presentation and depth of style will keep you interested even when its predictable proceedings don’t. And you remember because everything you look at is memorable. Every piece of the surroundings is different you know where to go because you remember where you’ve been. Letting players travel to new places and see new things, preferably of a believably fantastical influence. RPGs are known for providing a window to an entirely new world. Well, as Meatloaf might say ‘three out of three ain’t too shabby’. ![]() Sudeki’s development team, Climax, was finding new ways of eking extra horsepower from the Xbox, the high concept fighting system sounded sublime on paper, and the promise of traditional RPG elements merely seemed to seal the deal that the game was going to end up being something special. As more and more info and screenshots were released on Sudeki, it seemed like the stylistic action role-player was destined to be a classic. Even from its initial announcement Sudeki looked promising.
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