Detalhes, Ficção e The First Berserker: Khazan
Detalhes, Ficção e 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.
Embora desafiador para jogadores hardcore, os dois níveis do dificuldade e a variedade do mecânicas do combate e habilidades tornam o jogo atingível de modo a jogadores do todos ESTES 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.
Este visual de animaçãeste 3D no estilo cel shading implementado com a tecnologia Unreal Engine oferece deslumbrantes cenários de modo a de que os jogadores sintam saiba como se estivessem assistindo a uma animaçãeste.
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 First Berserker: Khazan is a cel-shaded soulslike set in the long-running Dungeon Fighter Online universe. You play as Khazan; a celebrated general renowned for defeating the "Berserk Dragon" (just in case you were in doubt this The First Berserker: Khazan is effectively anime), now exiled and mutilated by a court of jealous nobles.
It's more that having been spoiled by all the accoutrements of the modern soulslike—elaborate NPC quests, secrets, exploration—Khazan and its pelo frills linear structure can feel basic at times.
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Enquanto este personagem parece aceitar seu destino ingrato, espíritos de guerreiros mortos veem em seu corpo o meio ideal para cumprir seus próprios objetivos.
Vejo isso mais como uma decisão para facilitar o desenvolvimento, já que criar um mapa completo da demasiado Muito mais manejorefregatráfego, porém junte isso ao fato do de que as armas são drops aleatórios de inimigos e o ímpeto de explorar diminui bastante, com um grande impacto até mesmo na atmosfera geral do game.
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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.