Mike says: Twin Souls is a game about flitting from shadow to shadow and massacring guards who stand (literally–few patrolling guards were in evidence) in your way.
Sound effects of the player’s snake-and-dragon-themed special abilities are low-pitched and loud, which confuses me because why would a stealthy guy use such noisy ways of dispatching his opponents? Seems like it would alert everyone nearby.
The abilities themselves seem visually distinct, but serve the same purpose: kill a guard and prevent him from running away in the process while the player is in the safety of the shadows.
It appears the player can make shadows at will by pointing at the ground nearby and pressing a button. This seems like it compromises the dynamic nature of the leaping-between-shadows mechanic by letting the player start their leap from just about anywhere. The shadow-paint also seems to conceal the player from enemies–that’s a pretty cheap way of bypassing having to use space and a limited but powerful movement ability intelligently to dodge around enemies and maintain stealth.
Marcus says: That was an interesting collection of mechanics. Delivered as elevator pitch Twin Souls is “Metal Gear Solid meets Splatoon where you paint shadows to sneak through,” sounds like the basis for an interesting game. Stealth, however, is a tricky genre that is defined more by entropy being constant instead of a rise and fall in action found in a typical game. Play a perfect run through a stealth game and it almost looks like that guards arent even doing their jobs. When you’re trying to sell the viewer a game about being inconspicuous, the tension from the threat of being found out must always communicated. In this video, Twin Souls failed to show any sign that the guards could catch, notice, or perceive our Ninja protagonist. What played out felt closer to a god mode playthrough than a stealth mission.
Richard says: I agree with you, Mike. It seems that being able to shoot shadows anywhere at any time works against the level design balance between enemies, environment, and the natural shadows. But, this video is very early. So I wouldn’t say that there really is any level design yet. It’s a little disappointing that the “from stealth” takedowns are cutscene animations that freeze the rest of the game world. I would like to see more dynamics involved in the core mechanics.