The First Berserker: Khazan - Uma visão geral
The First Berserker: Khazan - Uma visão geral
Blog Article
Isso porque, apesar do deter características tais como combates punitivos e qual dependem bem do gerenciamento de estamina e ambientes usando Porreiro design e atalhos interessantes, eles não trazem todas as ferramentas de que ajudam a disparar personalidade ao game.
Since skills don't consume stamina, you use them to supplement attacking and defending like little cheats, letting you throw out combos almost like a fighting game to deal as much damage as you can in a short window.
Hollow Knight: Silksong gets SteamDB updates, and at this point I can't tell if the end is nigh or if I'm just hope-poisoned
As with Demon's Souls, the game is a series of linear missions that you portal to via a hub, battling between each Blade Nexus (checkpoint) to open up shortcuts until you reach a final boss. Despite this soulslike structure, Khazan actually has a lot more in common with Black Myth: Wukong.
But its lack of exploration, puzzly NPC quests, and verticality—Khazan can't jump—means that fighting through similar environments and enemies starts to grate.
Enquanto é normal de que jogos do visual soulslike tenham “muros” para testar a habilidade dos jogadores, demorou 1 Porreiro tempo até de que outro inimigo exigisse tanto quanto o terceiro chefe do game.
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.
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.
Speaking of nice little rewards; another of Khazan's genius features is that it gives Lacrima (souls to level stats) and skill points for fighting bosses. That's right, not beating bosses; simply fighting them. "How is that not entirely broken?
Another way Khazan encourages these experiments is with no respec costs for skills. If something isn't working, change your entire build right outside the boss door.
You might think that's a weird criticism considering the genre—there are more important considerations than story—but that tale is front and centre in this game and far more prominent than in your regular soulslike.
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, The First Berserker: Khazan 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.
Do you remember the moment that Sekiro forced you to start playing by its rules? For me, I was trundling through the game like I was playing Dark Souls when I hit the Lady Butterfly boss, and suddenly there was pelo room for doubt: if I didn't properly learn these new combat mechanics, I wasn't going any further.
Despite somewhat samey missions and a flat protagonist, Khazan's combat and boss design are some of the best I've seen in a soulslike.
Acompanho anime desde criancinha e é um sonho realizado trabalhar usando duas DE superiores paixões da minha vida.