Review of the 1st Trailer of Unleash the Avatar (aka Project 11A)

INCREDIBLY WELL DONE 🥳 🚀 🤯
Finally a medieval style AAA game from India. It’s obscenely hard to make good 3rd person games, and that too medieval styled, harder than shooter games. Massive kudos and congratulations to the whole team!

5:28-6:00 - Opening Cutscene: 9.5/10

  • Banger AEOS Games Splash Screen
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  • The environment cutscenes in the beginning are just perfect.
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  • Though the Chanderi shot (5:38-5:41) feels pale in comparison to the night-time castle at shot and daytime uphill shot surroundnig it This particular two seconds Chanderi shot can be removed or replaced by a shot which matches the feeling of a large world that its surrounding shots give.
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  • Love how the camera slowly shifts back when the player is sprinting uphil.
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6:00-6:02 - Game Start Menu: 9/10

  • Can make the character shown on the right half dynamic. Could play an idle animation.
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6:02-6:22 - Cinematic of the Chanderi City: 8/10

  • Good pan shot of the city and then the gradual transition to the character and giving the user control.
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  • So many crows are flying but no crowing sound is audible. Should play some crowing sounds in the distance periodically. It will quite apt for this desolate empty basti environment.
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6:22-6:35 - Walking and Takedown: 7/10

  • Overall feels great. The body evaporation effect is slick. Love the evaporation effect glows light on the character too.
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  • But on a closer lake when the lady is in the takedown state, her hand is not clasping the weapon properly. The weapon is kinda floating in the air. Need to correct the hand placement during the takedown state. If you are using Inverse Kinematics then would need to play with the settings or if you are using animation then would need to correct the frames.
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6:35-6:40 - Parkour: 10/10

  • The yellow obstacle climb was smooth asf.
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6:40-7:29 - Normal Enemies Fight - 7/10

  • Bullets don’t fly like that in most games. But I understand that for defending the bullet by sword mechanic the bullet is shown flying like a yellow streak. Though a muzzle flash could be added to the front of the enemy’s pistol barrel to make the firing more realistic.
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  • The white dot breaks immersion. I assume they have been used for indicating the current “locked on” enemy. Should experiment with other ways to display this indication. For eg. For Honor higlights the ground below the “locked on” enemy which looks more pleasant.
  • Love how the character is get pushed away by enemy attacks.
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7:29-7:52 - Item Pickup and Shrine Visit - 10/10

  • Perfect
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7:52-8:44 - Boss Fight: 6/10

  • Looooved the cart destruction upon the gada attack. Everybody loves destructibles in a game. A fruit cart in the middle of nowhere is a nice India touch.
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  • Loved the Sankat warning, kinda like spidey sense.
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  • Add camera shake during the boss fight. The camera feels too static. Shake intensity should be based on the intensity of the attacks by the boss.
  • In addition to strong camera shake during the Ground Gada Pound attack, the ground should break, can add decals to the ground on the area the gada landed to achieve that effect. Since the force is so strong, it should also push back nearby objects like the fruits on the ground, nearby carts, and barrels.
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8:44-9:20 - Closing Cutscene: 9/10

  • The gada character’s cutscene was soooo good. The whole mustache think and attitude was great.
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  • Unusual blue and yellow outlines visible on the transformed version of the avatar. Gives off a plasticky look. Might need to play around with the shader.
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