The irony of our first playtime with Deep Down is that I didn't get to go all that deep. The RPG's Tokyo Game Show demo ran through a very short dungeon that took me about 10 minutes to negotiate. The dungeon was randomly generated, as evidenced not only by seeing others take on rooms and enemies that weren't there when I played, but also by its odd layout, which was confusingly interconnected and almost overflowing with ladders.
After picking one of two characters, a load-out of limited-use buffs and abilities, and a difficulty - I went with the easier one - the demo sent me into its medieval-looking world. What struck me first was the dramatic lighting, glimmering finely onto the nooks and crannies of the stony walls. Even at this early stage, Capcom's PS4 game has more of the next-gen air about it than most.
The demo was brief, and the starter screens in Japanese, so I didn't get that strong a sense of Deep Down beyond its basics. What was soon apparent was the slow pace of my hero, who took cautious steps forward when walking, and ran like he had too big of a breakfast. Deep Down, like a growing number of games, seems to want me to take my time and stay on my armor-laden toes constantly.