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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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.
Since skills don't consume stamina, you use them to supplement attacking and defending like little cheats, letting you throw out combos almost like a fighting game to deal as much damage as you can in a short window.
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.
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Outra coisa que identicamente conjuntamente incomoda muito é este fato do progresso em atalhos dentro Destes mapas nãeste ficar salvo permanentemente pelo jogo, quando comecei a realizar backtracking nos mapas anteriores para pegar os colecionáveis da platina, me deparei com todos os atalhos qual eu tinha Espontâneo, completamente fechados.
Unlike Black Myth: Wukong, Khazan doesn't feel like a game you can brute force. But for those who are willing to engage, it has some of the best designed bosses I've seen in a soulslike, and rewards you for smart play.
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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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.
Don't get me wrong; the combat is still very well designed, and 90% of missions primarily consist of that, so if you're enjoying smacking enemies around it might not bother you too much.
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.
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.
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 The First Berserker: Khazan 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.