Koei Tecmo’s Shingeki no Kyojin Demo Highly Impressive
- Categories: Games, News
- Date: Sep 19, 2015 15:52 JST
- Tags: PS3, PS4, Shingeki no Kyojin, Tecmo Koei, Tokyo Game Show, Vita
This year’s Tokyo Game Show has continued to deliver as Koei Tecmo’s Shingeki no Kyojin game gets an awe-inspiring demo, giving potential buyers a closer look at the titan-felling gameplay and high-speed mechanics of the franchise’s 3D maneuver gear, sure to excite fans of both the show and the genre.
The 8-minute long demo, which was revealed during the game’s stage event:
The game will make its way to PS3, PS4 and the Vita this winter, while a western release will arrive sometime in 2016.











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Looks repetitive
To be fair, about 90% of all action games are repetitive.
What do you want?
The other 10%.
LMAO rekt!
wait till you get to turn into a giant yourself, now thats repetitive
And not in the way where it was entertaining and repetitive like Hyrule Warriors...float around chop head off move on. No objectives or anything....
If you think the whole game is this then you're naive. The game recreates the entire series so it's probably not going to be 20 hours of continuous nape chopping.
why so judgmental when this is only a demo that showcases the gimmicks of the maneuver system and titan fighting with said system?
i can only judge what they show
if they show more gameplay that makes it look less repetitive then fine...
3DS VERSION CAN JUST EAT SHIT
NINTENDO FANDUCKS CAN DIE NOW。 LOL
The fucking spider man games used a physics based engine to move around the decision to employ a more rigid style is just a shitty one.
generic musou game is generic
Could be interesting in saquad multiplayer, otherwise...
Hmm, looks like a soulless version of the fan game. While the graphics are better, the movement system is terrible and the combat seems very boring.
Fan game: http://fenglee.com/game/aog/
CALLED IT.
Freakin called it. Rigid auto targeting and physics defying air hovering. Lock on attacks that magically cancel your momentum and reel you in. Characters flying around virtually without regard to where their wires were actually fired.
Shame.
Somehow, in japanese demos, there's always this over-excited infantile female voice which annoys the fuck out of me. Does this actually excites japanese gamers?
I like the freedom of movement and that's about it. The enemies look bland as fuck, the environment even more so (When you can actually see something - it's retarded how in TYooL2015 we see these low-polycount models pop in from out of nowhere). Attacks don't seem to have any feeling of impact - it looks as if you just get close enough to a reticle and them hit a button in order to watch a limb fall off.
If it's set up to be a winter release, they have a few more months to polish things up, I suppose...
as much as attack on titans sucked, the game looks amazing.
this game looks shitty if you ask me, and AoT rocks.
Typical salty nintenduck retort
"Would rather use diplomacy to battle the titans. Instead it's Spider-Man with swords. 8 out of 10." - IGN
You're not on youtube now, dick cheese. Nobody finds that funny.
Graphics look great, but the gameplay seems lacking.
Auto-targeting and cable flight make it kind of boring and it seems like it causes weird physics.
you realize how fuck the camera will be if theres no auto target right?
you haven't play the tribute game? that one's gameplay is 1000 times better than this shitty kindergarten level auto target.
Look up the pc fan game.
Eh. Looks more like they slapped better graphics on the fan game for shingeki no kyojin.
found here.
http://fenglee.com/game/aog/
Not really. That's rather unfair on the fan game I'd say.
The fan game uses genuine physics and requires highly skilled grapple placement for it's movement and combat. This official game's play style is far more rigid and artificial. The grapples are all automatic, you can hover impossibly in place if you just alternate your gas direction, and half the attacks rely on simply stopping your momentum dead in mid air and reeling in.
I imagine the producers were aiming for the mass market appeal as always, and wanted to avoid anything that might be seen by players as being too challenging to master.