Not having the ability to jump did not hurt Heavenly Sword's gameplay in my opinion. There was never an instance where I played it and I felt the need to jump. I think hearing about the game not having a jump button made a bigger impact then it did in practice, at least for me, as I never missed the ability to jump while playing the game.
As for the replay value, I seem to look at replay value differently then most, as replay value to me isn't just online play, length, or tons of collectibles, but also enjoyment. I've played through Heavenly Sword three times, enjoying the hell out of it each and every time.
For me, it's not how long it takes to get to the end, it's the journey getting there that matters, and to me, Heavenly Sword's journey and quality beats out overly long segments thrown in for the simple act of increasing the number of hours it takes to get to beat the game that some games feature.
Not that I mind long games, but some games aren't suited to it, and to me, Heavenly Sword is the perfect length for the story and the gameplay featured in it.
The game's story was perfectly paced in my opinion, as was the combat segments and boss battles, and had they doubled the length of time taken to beat the game, that perfect pacing would have been compromised, decreasing the game's quality and my enjoyment of it.
While it's been sitting on my shelf for a little while now, I enjoyed it so much when I played it that I know I'll play it again. My enjoyment out of my multiple playthroughs, combined with my enthusiasm to play it again, makes this game a more then worthy buy for me.
Personally, I enjoyed Heavenly Sword more then Ninja Gaiden, Devil May Cry, and God of War. The story, combat, presentation, cut scenes, graphics, sound, music, characters, and art styIe all made for a masterpiece in my opinion.
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