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El Shaddai

Angel may cry.

The game's director, Takeyasu Sawaki, makes no bones about the fact that El Shaddai is designed to appeal to more casual players than other games of this ilk - although many hardcore players will probably be attracted by the unique art style and atmosphere. Indeed, when asked to list the game's key features, Sawaki places the art style first on his list without a moment's hesitation.

Yet none of that is to say that El Shaddai's combat is actually bad, or dull. The same simplicity which the developers hope will open the game up to more casual players also provides for a fantastic sense of speed right from the outset of the game, with Enoch kicking, flipping and slashing around his foes at a lightning pace.

The basic beat 'em up style combat is underscored by a weapon system, which allows Enoch to steal demonic weapons from stunned foes and transform them into angelic versions.

During the demo, we got to play with two different varieties - a bow-shaped weapon with blades on either end, and a pair of powerful, heavy gauntlets. Upon equipping either of these, Enoch's entire play-style changed - from fast and nimble to slow and powerful, respectively.

The game's director admits that its visuals are its most appealing point. Looking like this, we aren't about to argue.

According to Sawaki, the finished game will essentially feature three different classes of weapon, balanced using a classic rock-paper-scissors system. Other systems were only hinted at in the demo - Enoch occasionally starts to glow after a few moments of frantic combat, a charge which can be used to fire off a special ranged attack if you have an appropriate weapon equipped.

The final game will be around 10 hours long, in Sawaki's estimation, and it will be interesting to see how the combat evolves over the course of that time. Given the team's stated intentions, it seems unlikely that it'll ever develop serious complexity, but the quality of the animation and responsiveness of the character suggests that it won't outstay its welcome either.

One aspect which provides a bit of variety is the inclusion of two-dimensional platforming sections. These break up the pace of the game quite nicely and give the team a chance to showcase some of their beautiful 2D artwork in the background.

Rather than sully the lovely visuals with an uncouth energy bar, the game shows how much damage you've taken by roughing up your armour.

The platforming section in the demo was entirely filled with exposition, with the still-loyal archangels who will assist in your quest being introduced by means of a gorgeous stained-glass portrait in the background and a voiceover in the foreground. Later stages, I was assured, will feature much more combat and more challenging platforming.

At present, El Shaddai is shaping up to be a solid, competent game wrapped in some of the most glorious packaging we've seen in ages. The bold art style and striking visual touches combine with excellent music and animation to create a truly memorable whole. Right now, the combat doesn't excite quite as much as the presentation does, but nor does it actively disappoint or detract from the experience.

The demo we played was, in Sawaki's rough estimate, about 70 per cent complete. However, it certainly felt polished and accomplished, even at this stage. We're hoping that a longer play session with even more complete code can't be too far off, and will answer some more of our lingering questions about whether El Shaddai is just a pretty face - or an action game of truly biblical proportions.

El Shaddai: Ascension of the Metatron is in development for PS3 and Xbox 360. A release date has yet to be announced.

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