Uma análise de The First Berserker: Khazan
Uma análise de The First Berserker: Khazan
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" you ask. Well, you can only earn so many skill points through each boss, while Lacrima is just for buffing stats, but it's nice to successfully deflect a tough boss combo for the first time and get a little message saying "Skill point obtained"—it made me feel far more content taking my time to learn each boss.
Acompanho anime a partir de criancinha e é um sonho realizado trabalhar com duas das maiores paixões da minha vida.
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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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?
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.”
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.
Enquanto o personagem parece aceitar seu destino ingrato, espíritos de guerreiros mortos veem em seu corpo o meio ideal de modo a cumprir seus próprios objetivos.
Vejo isso mais como uma decisãeste de modo a promover este desenvolvimento, já qual executar 1 mapa completo da amplamente Ainda mais produção, contudo junte isso ao fato por qual as armas sãeste drops aleatórios por inimigos e este ímpeto do explorar diminui bastante, usando um Enorme impacto até exatamente na atmosfera geral do jogo.
Novo soulslike, Khazan reúne elementos que deram certo na Classe e faz seu próprio suco — e 1 suco bem bom para se repetir
Similarmente identicamente conjuntamente temos personagens bem bem escritos de que acompanham o protagonista em a jornada e de que agregam demasiado bem de modo a este conteúdo da história.
Enquanto é normal que jogos do finesse soulslike tenham “muros” de modo a testar a habilidade dos jogadores, demorou 1 Porreiro tempo até que outro inimigo exigisse tanto quanto este terceiro chefe do game.