Man, do I ever wish I had more time to play this, since I got it last night. I've only been able to put in about an hour, so far. The controls are surprisingly tight even early, in the game. The only hangup is having to remember to stay away from the Orb zones when firing off psionics. That way you don't inadvertantly overwrite a power.
The lock-on system is very well done and they put it on a very good button so if you want to take a structure down on somebody, it's as easy as tapping lock on, tap it off, look up and fire (with default options). That is, if you have the right tool, for the job. I can't wait to get the movement options, though. Psi jumps look to be super. I like the way, if you land from a high place, you hit the ground and crumble it.
I was actually expecting worse, from the translation team; but it's actually better than I thought. It's not great, but it's definitely better than Crimson Seas, so far (which I found tolerable). The game breaks a bit of artistic ground by not casting a bishonen (or anyone close to one) as the lead character. He's kind of a freak, but with (as someone mentioned earlier) a little David Bowie influence, to his look.
The game has a pretty good defense/offense setup. It offers good defense capabilities, but it doesn't favor turtlers in the least. Not only is timing involved, but if the offense is good enough to pierce your chose level of defense, for a move, you'll suffer the damage the defense wasn't strong enough to protect against. Right now, the game is only doing the small stuff, and with only a small set of skills, and even then, I'm learning that certain moves are mainly effective at certain ranges. Close range stuff is obvious, such as psychic melee moves like Slash. But it's the ones that should be done in Mid, Long, or Mid/Long range, that spice things up. Laser is a tough to utilize skill, if you plan on directly hitting people with it, but it does fire around obstacles, and seems to favor long range as opposed to close or mid. They even colorize the targetting reticule to the overall range you are at, so there's no guesswork. They really did their homework in terms of alleviating the player of the typical perception issues that normally slow down a player's reaction time for a 3D game. Well, outside the mere idea that people can still sneak up behind you, or off to the sides because you had a lapse of awareness. That means, I can see myself making instant reactions to a high-speed fight. Something very few 3rd person games can attest to outside of Virtual On.
Still, it remains to be seen how the lastability goes, but it's looking good, so far. Still, I want more time with it so I'm eager to finish the day and finish the rehearsal I have afterwards. Then it's a trip back to the land of X.