The First Berserker: Khazan - Uma visão geral
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.
Acompanho anime a partir de criancinha e é 1 sonho realizado trabalhar utilizando duas DE superiores 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.
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.
Este visual de animaçãeste 3D no estilo cel shading implementado utilizando a tecnologia Unreal Engine oferece deslumbrantes cenários de modo a de que os jogadores sintam saiba como se estivessem assistindo a uma animaçãeste.
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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 do guerreiros mortos veem em seu corpo este meio ideal de modo a cumprir seus próprios objetivos.
Isso faz parecer que parte do progresso foi jogado no lixo e honestamente não entendi essa decisão de “resetar” certas coisas do mapa após sair dele.
Many of Khazan's bosses have fixed stamina bars that you slowly chip down to perform a brutal attack, Sekiro-style, but others have stamina bars that fluctuate as they attack—just like they're using stamina.
It's something I've always admired about Sekiro—how it pits you against The First Berserker: Khazan bosses that force you to engage with its systems.
Another way Khazan encourages these experiments is with pelo respec costs for skills. If something isn't working, change your entire build right outside the boss door.