Intro:
Game art and settings, no music though. Menus are quick and pretty. Character selection allows for some customization based on the templates, so players don't have to put in much time to start tailoring the gameplay to their whim.
Getting Going:
The choice to spar at the start is nice, and the choice to skip it is good for players looking for different endings. The game seemed a little difficult until I realized that blocking and dodging are more often useful than attacking. It would be nice if the opening tutorial was repeatable (in whole or in parts) as there was a lot of information to take in.
Fun:
Fighting, despite being a little frustrating and difficult at times, is very dynamic (expecially with on-the-fly style switching) and fun. The main characters succede in being helpful and charismatic enough to keep the story and gameplay a little more spicy. One hit often leads to a combination, which works for the player until an enemy succedes in getting that first hit. And surprise 2D shooter goodness is always warmly welcomed in my house.
Visuals:
Pretty, with nice lighting and interestingly designed characters, though I see reflections of Star Wars: KotOR all over the place. Ghots are a little awkward looking, thanks to the transparency trying to show the circulatory system also showing the back of the character (World of Warcraft does well with character transparency, but no precedent on how to show things inside of the character).
Intelligence:
All enemies that I fought seem to fight in the same patterns: too close, GAURD, too far, CAUTION AND RANGED, approach, ATTACK. Even special enemies that get introduction follow this pattern. The followers also like to get themselves smeared in the sand; more than just a couple times, Sagacious Zu became Sagacious Corpse thanks to being too poor AI.
Immersion:
I'm constantly immersed! I had to force myself to stop so I could get some sleep! Loading is quick and mostly painless, thanks to cycling tips and pretty pictures that often foreshadow the things that are loading just then. Long conversation trees and accidentally making the game repeat itself are frustrating, however, and dying often in the beginning bandit fights (right before a checkpoint, none-the-less!) was a bit of a turn off.
Cameras:
Outside of combat, the camera is alright; I would have loved to be able to look down and get a better look of where I was going, but the user can only look upwards or rotate the camera. In combat, enemies may be hidden past the character, or the camera can be backed against walls to show only the players legs and some floor.
Controls:
Very easy to learn and intuitive to use on S-type controlers. Style switching is easy, much like Metroid Prime weapon/visor switching on the Gamcube controller.
Ideas:
Open Palm and Closed Fist have been done, but the presentation of each is an interesting take on the philosophical ideas of good and evil. Style switching mid-combat is really neat and useful, and adds a lot of depth and interest and play to the game's mechanics.
Memory:
Conversations won't always let you go back for info, so I'm left wondering what important information I'm missing. Combining techniques is a hobby I can think about while I'm sitting on a train letting my mind wander, then bring back to the game later. Overall, the game feels unusual, and the production value is impressive.