Não conhecido fatos sobre The First Berserker: Khazan
Não conhecido fatos sobre The First Berserker: Khazan
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Isso não foi reflexo único dos aumentos DE minhas habilidades ou dos melhores equipamentos do protagonista, contudo sim do game realmente deter ficado menos desafiador (ou Ainda mais justo) desse ponto em diante.
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The developers describe the content like this: ““The First Berserker: Khazan” is an action game where violence repeatedly occurs using a sword against monsters that are similar or dissimilar to humans. Blood effects accompany when receiving attacks or attacking states.”
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.
Novo soulslike, Khazan reúne elementos que deram certo na Classe e faz seu próprio suco — e um suco demasiado Porreiro para se repetir
Não sei se isso foi por questão intencional de design ou resultado de um erro, mas tenho a impressão do de que muitos vão chegar nesse ponto da aventura e se sentir frustrados pela “surpresa” que o estúdio preparou — porém vale a pena insistir um pouco para passar dela.
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.
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?
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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.
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It means that though bosses unleash long deadly combos, they're most vulnerable to a stagger right after them—a nice little reward for staying alive and a very smart idea.
Enquanto o personagem parece aceitar seu destino ingrato, espíritos do guerreiros mortos veem no seu corpo o meio ideal para cumprir seus próprios objetivos.
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