A regra de 2 minutos para The First Berserker: Khazan
A regra de 2 minutos para The First Berserker: Khazan
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Embora desafiador para jogadores hardcore, ESTES dois níveis por dificuldade e a variedade de mecânicas por combate e habilidades tornam o jogo conseguível para jogadores do todos ESTES níveis.
The biggest shame with Khazan is that the missions between each boss feel kind of samey—about two thirds in, I found myself wishing I could just jump to the next boss instead of trekking through yet another mission to get there. I definitely appreciate Khazan not perpetuating the genre's worst tendencies; putting hidden dogs around every corner and enemies who constantly push you off ledges—cough cough Lords of the Fallen.
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But more than perhaps any other soulslike I've played, Khazan successfully adds its own meaningful twists to these timeworn mechanics, while providing a lineup of fantastically designed bosses who make you dance like a monkey as you learn them.
Isso porque, apesar por deter propriedades tais como combates punitivos e de que dependem bem do gerenciamento de estamina e ambientes utilizando Porreiro design e atalhos interessantes, eles nãeste trazem Praticamente as ferramentas que ajudam a dar personalidade ao game.
A clara inspiração para isso foi Nioh, de que também utiliza 1 sistema natural semelhante, mas isso tira 1 pouco do charme por um Souls e a graça por explorar um mundo interconectado e dar caminhos natural escondidos entre as áreas.
Outra coisa qual identicamente conjuntamente incomoda demasiado é o fato do progresso em atalhos dentro Destes mapas não ficar salvo permanentemente pelo jogo, quando comecei a realizar backtracking nos mapas anteriores para pegar os colecionáveis da platina, me deparei utilizando todos os atalhos qual eu tinha Espontâneo, completamente fechados.
Vejo isso Muito mais saiba como uma decisão de modo a promover o desenvolvimento, já que tomar um mapa completo da demasiado Muito mais manejorefregatráfego, contudo junte isso ao fato do que as armas são drops aleatórios de inimigos e este ímpeto por explorar diminui bastante, utilizando um Bastante impacto até exatamente na atmosfera global do game.
Khazan does a fantastic job showcasing its anime-esque art style with dramatic boss sequences and cutscenes, but some of its areas feel strangely drab and I can't work out if this is just because of the colour palette. It's not like the game is badly optimised or anything and it ran perfectly for me, but sometimes it does feel a bit like the only places you ever visit are mines, ruins, and caves.
If you're still unsure whether to pick this up, one thing I will say is the game has a very poor intro in terms of showcasing its best qualities. If in doubt, try out the demo (if it remains available up to release) and get to the Blade Phantom boss after the first couple of missions—this is the point where you'll get a sense of what it's really about and it'll all click into place if it's going to.
Unlike Black Myth: Wukong, Khazan doesn't feel like a game you can brute force. But for those who are willing to engage, it has some of the best designed bosses I've seen in a soulslike, and rewards you for smart play.
After all, Khazan has some real difficulty spikes. Especially when it wants you to engage with a new system, such as dodging and dealing with status effects, or proper parrying. Besides simple timed-deflections, Khazan uses the red unblockable attacks from Sekiro, but here you can actually parry them with a counterattack to deal massive stamina damage, provided you're willing to take a risk on tricky timing.
Utilizando 1 visual visual cell shading que imita 1 anime, o jogo se destaca através maneira tais como usa seu sistema de habilidades de modo a atravessar ao jogador a sensação por de que o protagonista é poderoso.
Many of Khazan's bosses have fixed stamina bars that you slowly chip down to perform a brutal attack, Sekiro-style, but others have stamina bars that fluctuate as they attack—just like The First Berserker: Khazan they're using stamina.