The First Berserker: Khazan Opções
The First Berserker: Khazan Opções
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A reviravolta de que temos pelo meio da história era extremamente esperada e a única maneira dela continuar, tornando tudo previsível demais e nenhumas criatividade pelo roteiro.
The First Berserker: Khazan 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.
O único detalhe aqui é de que as vezes possui 1 filtro exagerado demais em certas áreas, ao ponto por incomodar visualmente e dificultar para enxergar inimigos e itens.
O jogo reinventa elementos centrais do universo de Dungeon & Fighter com uma Feição ousada e texturas realistas para criar uma experiência visual envolvente.
Its combat follows a similar resource model, too, as you attack and deflect to accumulate Spirit; points you then use to perform weapon skills. Where Khazan really distinguishes itself is with its strict stamina system.
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.”
Similarly, you can use reflection to parry normal attacks, though not every attack is parryable. It's up to you to work out which and weave that into your strategy.
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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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 no room for doubt: if I didn't properly learn these new combat mechanics, I wasn't going any further.
Utilizando um visual finesse cell shading que imita 1 anime, o game se destaca através maneira tais como usa seu sistema por habilidades de modo a atravessar ao jogador a sensação por que The First Berserker: Khazan este protagonista é poderoso.
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.
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.
Este Primeiro Berserker: os impressionantes gráficos cel-shaded 3D de Khazan dão vida ao mundo do Arad utilizando o visual vibrante de filmes animados.
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.