(Played the PC version that isn’t exactly the same as Sigma as far as I know)

The first time you take control you are already in a battle. No button prompts, no combos explained, just smash the controller, play, discover, have fun. If somebody told me they did the Mario 64 thing of not developing a proper game until the main character felt amazing to play in an empty box I would believe it. This is so playful that, despite feeling designed to be able to go through with your first weapon only, they throw like a dozen of them more, why not, more toys.

There is no good action game with a moveset only, and the first 3 chapters of the game make sure to demonstrate how to make a top action game. The first common enemies are ninjas resembling Ryu, and will hunt his ass at every chance, actively and reactively. Not only will the enemies keep retaliating, but the surroundings will raise the tension too. In here constrained spaces have a special meaning, since yes, you are surrounded with deadly ninjas, but you are a ninja yourself, use that wall on your back and jump on it, run on it, redefine 3D action. And it doesn’t stop there, enemies won’t be waiting sitting, turning a corner could be a potential trap with a guy backflipping his sword towards your neck. The game even manages to play with your expectations, there is a section in chapter 3 where after killing some dudes from a distance you have to go where they were totally defenseless, with a single potential hit sending you to the void.

What is in chapter 4 and beyond then? The game losing inspiration. As new enemies are needed to keep the action fresh, ideas struggle. The most conventional enemies that supposed a big threat not long ago begin to be dispatched easily as a routine, expected after fighting the same guys a hundred times and with less challenging environments in every iteration. Worse than that, some demons seem to be incapable of holding up with Ryu’s incredible speed.

But when the game totally runs out of gas is at the middle of chapter 7. In here there is a scene where Ryu accidentally activates a curse. We see the dead rising, really big zombies accompanied by really big weapons. So, what is the defining characteristic of these guys that want to kill our lightspeed moving character so bad? That they move slowly. Like really slow, the slowest enemy that I can think of in any action game ever. It would pose some threat if you had to fight like surrounded by 10 of them I guess, but since this is the only time in the game where you can relax and prepare as many fully charged attacks as you want, Ryu’s deadliest technique, they just walk very slowly towards their death. Fortunately, after many endless fights with those guys, they stop appearing, but it has been made evident that inspiration is totally gone.

For the remaining 12 chapters, apart from bosses that already ranged from bad to very bad, the game introduces: bad first person shooting sections, bad water sections and even a bad 3D Zelda inspired dungeon gets its place too. Meanwhile some of the best new enemies are, new versions of old enemies but weaker? The best thing that can be said about the new things that keep being added desperately is that they don’t last too long, but a continuous sequence of the same lack of inspiration ends up tiring the same way.

I like how the game moves, a lot. I'm even thinking right now of playing again when I know that I will be let down after a few minutes. I just wish that the game constructed around such a character was just as good.

Reviewed on Jun 17, 2021


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