Anyway, when you realise the importance of chaining together these moves, you'll notice your points start to rack up, and when the points rack up enough, you'll be able to swap them for new weapons and new moves. Although the weapon variety is limited, each weapon does feel different enough. Obviously, a shotgun doesn't feel like a pistol. It's these weapons which come in handy when you're pulling of the aforementioned combo kills to raise your points, and to help you further; and as Rubi is a dual-weilding weapon fiend, you're able to shoot at different targets with each weapon in something the devs are calling "split targeting". One trigger will fire where ever you're pointing your on-screen sights, as per standard shooter, while the other sight for the other weapon will auto-target another enemy, meaning you can kill two enemies simultaneously. And that my friends, is fun. Why no one else has thought of this while dual wielding is beyond me.
But it's not the only distraction we got to play, and frankly it was this distraction which I was most disappointed in. I'm not a huge fan of Quick Time Events. I never have been, I tolerated it in Ninja Blade because it was done well, but most of the time I see this as an excuse to drag out game time and a way to force the story on to the player. Despite the QTE in Rubi being all of those things, it wasn't long enough to bore, nor was it short enough to question being there. And actually, the QTE I played, was great fun. Leaping from car to car in a bid to take down the target reminded me somewhat of GTA come Wheelman, but with timed button presses, and it felt hectic and busy enough not to irritate me too much.
Although I love what I've played, I'm not sure if this is a game which I will lose interest in after I've played it for a
Oh, and if you want to see what the developers have to say, then check out our interview transcript here.
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