O TRUQUE INTELIGENTE DE THE FIRST BERSERKER: KHAZAN QUE NINGUéM é DISCUTINDO

O truque inteligente de The First Berserker: Khazan que ninguém é Discutindo

O truque inteligente de The First Berserker: Khazan que ninguém é Discutindo

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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.

Acompanho anime a partir de criancinha e é 1 sonho realizado trabalhar utilizando duas DE superiores paixões da minha vida.

As with Demon's Souls, the game is a series of linear missions that you portal to via a hub, battling between each Blade Nexus (checkpoint) to open up shortcuts until you reach a final boss. Despite this soulslike structure, Khazan actually has a lot more in common with Black Myth: Wukong.

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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If you're still unsure whether to pick this up, one thing I will say is the game has a very poor intro in terms of showcasing its best qualities. If in doubt, try out the demo (if it remains available up to release) and get to the Blade Phantom boss after the first couple of missions—this is the point where you'll get a sense of what it's really about and it'll all click into place if it's going to.

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.”

And if you don't like parrying or deflection? Each weapon has a whole skill section dedicated to dodge and post-dodge attacks, and you can even use some skills in place of a dodge to enhance their effectiveness.

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.

Vejo isso Ainda mais como uma decisão de modo a facilitar este desenvolvimento, já que fazer um mapa completo da muito mais trabalho, mas junte isso ao fato de que as armas são drops aleatórios por inimigos e este ímpeto por explorar diminui bastante, utilizando 1 Colossal impacto até exatamente na atmosfera global do jogo.

Many of Khazan's bosses have fixed stamina bars that you slowly chip down to perform a brutal The First Berserker: Khazan 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 bosses that force you to engage with its systems.

Another way Khazan encourages these experiments is with no respec costs for skills. If something isn't working, change your entire build right outside the boss door.

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