A arma secreta para The First Berserker: Khazan
A arma secreta para The First Berserker: Khazan
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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.
Embora desafiador para jogadores hardcore, ESTES 2 níveis por dificuldade e a variedade por mecânicas por combate e habilidades tornam o jogo atingível de modo a jogadores de todos os níveis.
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.
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.
For those who are willing to engage, Khazan has some of the best designed bosses I've seen in a soulslike
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3 hours with Elden Ring Nightreign helped me accept it's not the co-op FromSoft game I asked for, but damn fun in its own right
Isso não foi reflexo único Destes aumentos das minhas habilidades ou Destes melhores equipamentos do protagonista, contudo sim do jogo realmente deter ficado menos desafiador (ou mais justo) desse ponto em diante.
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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's also what I love most about The First Berserker: Khazan. Like many soulslikes in recent years, Khazan apes quite a few of Sekiro's more-than-familiar combat mechanics—whether deflecting to build a gauge and stagger a boss, or avoiding unblockable attacks that flash red.
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.
Enquanto é normal que jogos do finesse soulslike tenham “muros” de modo a testar a habilidade dos jogadores, demorou 1 Porreiro tempo até qual outro inimigo exigisse tanto quanto o terceiro chefe do game.