![]() While it was a solid demo and enjoyable enough, it didn’t really wow me the way some others did. This combat system was on display at PAX East, where they allowed attendees to take a crack at the Winter Jotun (seen above). It’s actually a bit like Punch-Out : It’s not about reflexes and reaction times so much as learning attack patterns and how to counter them. This makes for a less frantic and more strategic style of fight not usually seen in one-on-one combat. The Jotuns’ attacks have huge buildups and tend to take a long time, but each attack fills so much of the screen that a last-second dodge is out of the question. The fighting is slow compared to many other games, but demands near-perfect planning and technique. There are two main focuses in Jotun : combat and exploration. Thanks to a strong sense of art direction and style, it becomes it's own beast, one that does what it sets out to do. While that description makes the game sound isn't. You’re helped along by Thora’s narration and occasionally by helpful hints from the gods themselves. It’s a top-down adventure game where you battle against massive enemies using skill, strategy, and your trusty axe. ![]() Jotun is somewhat along the lines of Shadow of the Colossus, if it were done in the style of Bastion. This serves as a central hub, and gives an idea of the sheer scope of the in-game world.
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