Also can't find these in dungeons - instead you buy them in town with found money No health upgrades, only health item capacity upgrades. They are also universal and not consumed when used on a door The world map and area maps are mostly spoiled from the get go - spoils some of the sense of discovery but then again they're also pretty vague However only 7/8 are shown after finding this knight/these knights Minor movement delay between your first three dashes in a row and then a longer oneĬan't attack while dashing nor dash more than three times in a row by default (can upgrade both) - feels a bit overly limited compared to some other games (similar to how you don't start with dashing in MMX)Ĭan't attack NPCs with your sword or swing your sword in non-hostile areas - sometimes feels arbitrarily implemented such as in some empty indoors areas+you can shoot them but nothing happens if you doĪrea maps show boss key/module door key locations after finding a wandering knight in an area (which you'll do easily as he's on the main path) - finding all 8 in an area opens an optional door which rewards you with items. Sometimes there's just a single picture from the NPC that talks about an area's boss - a bit meh Wordless NPC interaction and storytelling (uses pictures and symbols instead, sometimes too vague such as in shop menus though it does show gameplay clips and button combos for the moves you can buy). Much more of a combat focus than in Zelda with many forced encounters Mostly non-linear (can do the eastern, western or northern areas from the get go and the southern one (barren hills) after the others are completed some regular keys require the multidash or the railgun/impact railgun to get to, one skippable segment and boss in the southern area)įairly frequent checkpoints (item progression in the same sub area/room isn't saved until you move into a new one however)Īuto-saves when entering a new room/sub area (one save slot per game, four in total). Some good spatial awareness puzzles (not that many of them though and there aren't really any other puzzles)ģ60 degree aiming with the guns - some aim assist would've been good when using a controller though as you generally have to stop and aim to reliable hit enemies and other targetsĢ-player co-op (some quirks to it though - player 2 uses 1 HP from player 1 to spawn which also pauses their movement for a moment, bosses have more health, 2nd player can't customize their abilities and upgrades - only copy player 1, player 2 can't interact with doors/switches/items including health packs) No touch/contact damage (Shadow Dancer, Revenge of Shinobi, Rolling Thunder 2, Blood Omen, Lost Vikings 2, etc) Pretty good bosses overall (varied patterns, some escalation)Ĭan knock enemies into pits or obstacles with the dash attack and it does some extra damage (Daggerfall). Two zoom levels for the map (world view or area view) See hidden platforms by pressing the interact button when there's a question mark over your sidekick - however you need to be right at the edge of the platform next to the hidden platforms so some are easy to missĭifficulty options (easy or normal, unlockable harder modes, some achievements disabled in easy mode see notes about NG+ below though) Some mini-bosses/tougher enemies (they tend to be grouped with smaller enemies and repeated a few times per area) Teleporters and flexible fast travel system (one per area, can teleport from anywhere to any found teleporter) Unusual platforming style in that you can't jump, only dash across pits Good visual teases for items placed on detours Satisfying feedback from hitting enemies and objects Various good challenges leading up to items and detours tend to loop back around to the main path Gaining energy/ammo from attacking enemies and breakable objects encourages aggressive playĢD Zelda-inspired gameplay with more of a combat focus (exploration-focused with various hidden paths and optional detours (for items and sometimes lore), puzzles, char upgrades, towns w/ NPCs and shops, char upgrades and gear - mainly bought in shops here combat is similar to Bastion, Phantom Trigger, CrossCode and Diablo 3)Ī few interesting moves (reflect incoming projectiles, chain dash although there are some issues with it - see below, projectile shield while dashing) Unusual theme (the player char has a heart condition?) Great art direction and visual variety (similar to Superbrothers: Sword & Sworcery in style and the later Narita Boy), Nice cutscenes and overall animation *Continuous dash move/multidash aka chain dash Level Design-7.5 Frustration-8.5 Fun-7 Originality-6 Graphics-8.5 Sound-8 Control-7.5/6* Challenge-8 Story-7
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