ORIENTAçõES TOPO DA THE FIRST BERSERKER: KHAZAN

Orientações topo da The First Berserker: Khazan

Orientações topo da The First Berserker: Khazan

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Isso não foi reflexo único Destes aumentos das minhas habilidades ou dos melhores Aparelhamentos do protagonista, contudo sim do jogo realmente ter ficado menos desafiador (ou Ainda mais justo) desse ponto em diante.

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.

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Khazan's chance for revenge comes when he's freed and possessed by a netherworld spirit called the Blade Phantom (again, anime). For all you Elden Ring fans, this edgy ghost is voiced by Anthony Howell of Margit/Morgott fame, and yes, it is amazing having the Fell Omen pop up and tell you how much you suck when a boss flattens you.

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.

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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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At least Khazan does the most important thing with its anime art-style: gives us a greatsword that feels amazing so we can pretend it's Berserk.

A clara inspiração de modo a isso foi Nioh, que também utiliza um sistema natural semelhante, mas isso tira um pouco do charme por um Souls e a graça do explorar 1 mundo interconectado e achar caminhos bem escondidos entre as áreas.

Este finesse de animação 3D pelo finesse cel shading implementado com a tecnologia Unreal Engine oferece deslumbrantes cenários para de que ESTES jogadores sintam como se estivessem assistindo a uma animação.

Vejo isso Muito mais saiba como uma decisãeste para facilitar o desenvolvimento, já de que tomar 1 mapa completo da muito mais manejorefregatráfego, porém junte isso ao fato por qual as armas sãeste drops aleatórios de inimigos e o ímpeto de explorar diminui bastante, usando 1 Bastante impacto até precisamente na atmosfera global do jogo.

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