Demigod PAX Previews

Gas Powered Games' Demigod is being showcased on the show floor of PAX, so it comes as no surprise that four new previews of the game have hit the web. An excerpt from IGN:
The gameplay revolves on you controlling your demigod and going forth to attack the enemy forces and defenses in the goal of destroying the enemy fortress. To assist you, there are portals that spew out a stream of minions known as creeps. You can't directly control the creeps, but they surge forward and attack enemy forces and fortifications on sight. The enemy has its own creeps, too, so the battlefield is crawling with creatures and demigods.

As your demigod kills creeps, inflicts damage on enemy defensive towers, and attacks opposing demigods, it generates gold and experience. This is critical, because the entire point of a match is that demigods become more powerful the longer the battle rages. It basically escalates into an epic brawl, and even the creeps will evolve to become larger and tougher.

GameSpot:
Game modes include a single-player mode, skirmish mode, and five-on-five multiplayer, and each mode plays out on one of the eight maps. As this war is really a tournament to decide the next lord of all creation--and destruction--it is fought on eight large battlefields in some the most exotic locations of Rokkur, including a lava mine, a waterfall temple, and, of course, a giant serpentine structure floating in space. Indeed, the first thing that immediately stands out about Demigod is its vibrant art style and singular character design. Angels and demons, giants and imps swarm across these fantasy battlefields in large numbers. Allied demigods in the single-player game are handled by friendly AI. There is no coordination or command of your allies, so as an assassin it helps to follow their lead, while generals will want to send in troops to support assassins.

1UP:
Not all demigods are created equal. From what I've seen so far, none of them are, actually. That's not to say they aren't balanced, but they all certainly look and play differently. One diminutive demigod, the Torchbearer, acts primarily as a caster, wielding a combination of fire and ice spells -- seemingly best used in an assisting role to your army's A.I.-controlled forces rather than as a shock trooper. The other, the Rook -- the towering behemoth who's ostensibly become the poster child for the game -- is suited for aggressive players who like to wade into the thick of battle and just crush things under their heel. And while these demigods differ in their playstyles, both left me feeling disappointed, as they can't control their minions. Then again, both are classified as Assassin demigods -- meaning they play like typical action-RPG characters. In other words, you control a singular main character and use a variety of special abilities in combat to best an army of foes. Another demigod type, the General, can direct troops on the battlefield, but I didn't get a chance to check them out in my hands-on time. To me, though, Assassins feel a little shallow; their fates are too tied to the whims of A.I.-controlled soldiers.

And Joystiq:
GPG assured us that the system requirements are designed to include low-end machines, which is very much due to the fact that Demigod doesn't try to do a thousand things at once on-screen while you play it. (our wallets say thanks) Looking at the game, it was fairly hard to imagine that the harpy-like creatures and wiggling death-plant-things were living in the same engine that featured angular robot-spiders and hover tanks that bogged down our computers just a year and half ago. All in all, Demigod looks like it's going to steal away our precious personal time when it eventually ships on Stardock's Impulse service next year.