here we go

:
Already I have mixed feelings about the options. On one hand they provide some pretty goofy mechanics (just having to aim from a point an inch above your character is nuts! if you haven't played Soul Blazer that is...) that really make you pay attention to what's going on and play into a strategic pace for the game. I have to specifically consider the functionality of my option every time I see an enemy - it hasn't become natural at all yet (after 30-45 minutes - way after most character mechanics are second nature). That's also because there are so many options4options and it's hard to control which you will have at any point in time (and I think a little random - is it just me, or does continuing a stage randomize the alpha/beta placement?). At this point that seems theoretically neat, since all of them have their own way of working and the game gives you plenty of time to stop and think anyway (reminds me of Batman). So there are like 8 different versions of every level depending on which option you get! And you never know which version you'll have to play!
On the other hand that means the only constant between versions of the level is your normal punch, so if you're struggling, you either have to a.) hope/wait for the option you like or b.) just get good at using your punches anyway. Making the whole system feel a bit superfluous. Dunno, definitely will have to play more to see how much I'm able to rely on it. The other problem is that I struggle with my option controls and tend to get my little buddy killed every time the action gets cookin'. When enemies and projectiles are flying it's pretty difficult to consider where dodging with Shatter is going to swing the option (which often is into the line of fire).