Os Princípios Básicos de The First Berserker: Khazan
Os Princípios Básicos de The First Berserker: Khazan
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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 desde criancinha e é um sonho realizado trabalhar usando 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
Its three weapons—a dual-wield sword and axe, a glaive-like spear, and a greatsword—each have dedicated skill trees, and its armour uses the same bonus system when equipping multiple pieces from a set.
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 is effectively anime), now exiled and mutilated by a court of jealous nobles.
The First Berserker: Khazan Despite somewhat samey missions and a flat protagonist, Khazan's combat and boss design are some of the best I've seen in a soulslike.
The biggest shame with The First Berserker: Khazan 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.
You might think that's a weird criticism considering the genre—there are more important considerations than story—but that tale is front and centre in this game and far more prominent than in your regular soulslike.
Isso faz parecer de que Parcela do progresso foi jogado no lixo e honestamente não entendi essa decisãeste por “resetar” certas coisas do mapa após sair dele.
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Com um visual estilo cell shading que imita um anime, o game se destaca através maneira saiba como usa seu sistema por habilidades de modo a atravessar ao jogador a sensaçãeste do de que o protagonista é poderoso.
Enquanto é normal de que jogos do visual soulslike tenham “muros” para testar a habilidade dos jogadores, demorou um bom tempo até que outro inimigo exigisse tanto quanto este terceiro chefe do game.