Where ever you’re searching for, GoNOMAD has probably been there. Destinations Here are thousands of articles about destinations around the world.The way they put the levels together, the boss and enemy design, the ragdolls, the stuns, the stamina, the traps (that you have no fucking way to know are there before they 1-shot you, and no, a tiny 3 pixel string/button on the ground does not count, given how fucking hectic this game is at times and the fact that graphically not a single one of the traps has "popped" for me, even a little, and I'm (not) sorry, but your game is not interesting enough for me to be that invested in it to where I'm actively watching for traps everywhere I go.įuck Ska. It honestly feels like the people who made this game hate us. The CORE GIMICK of this game is NOT FUN TO DO. It is all, entirely, 1000% about fighting these pain in the ass mages that are, as many have said, not fun to fight. Theres zero reason to explore since theres nothing to find in this game. It feels 100% like a dirty filthy cash grab banking on the previous games popularity. Given how easy it would be for them to reuse assets from sanctuary, I don't for one second believe that this was ready to play by the public nor that it was honestly worked on all that hard. This feels like it was lazily slapped together with elements of other (actually successful) games and hoped that it would stick. So there are literally some enemies that you cant effectively melee without running in, maybe getting one hit and running away, which the game is not conducive to given how many enemies you'll end up facing at a time and how many fucking things ragdoll you all over the place. And if they block all of your melee swings till you run out of stamina, whats next? Thats right, preset instant retaliation hits that you cant possibly react due to how movement and stun and stamina are designed here. I did a little testing and found that most enemies who block, have infinite stamina and you'll never ever break their guard. The enemy design is horribly shallow and lazy. People giving it any credit feels almost insulting with how bad this is compared to Sanctuary. To be frank, this game is a complete disaster. but some things like removing parry or having to go back to a hub area to level up(the worst decision FROM did in their games, that they knew it was bad and corrected in Sekiro/Elden Ring) may have you asking why Silva went with those decisions. No way to know if you're starting a boss like in the first game with the candles, at least I haven't noticed one so far. The punishment for dying is SEVERE now, you lose all your money if you die twice, instead of the small fee from the first game(I know you can buy silver bags from the NPC, but again, bandaid).Įnemies have the same problem as Elden Ring where they are coked up to eleven, if you're going light armor, get ready to be interrupted all the time, weapons don't have poise in the attack animation apparently, so you can swing your sword that is bigger than your enemy and this manlet skeleton over here is going to stop your attack with a bitch slap. No item to go back to the last checkpoint you rested(like a homeward bone), at least I haven't found one yet in 8 hours of gameplay. Mission based like Nioh instead of connected world like Dark Souls and not being able to level up at bonfires, which forces you to go back to the camp which forces you to go back to the start of the mission again(I know there is shortcuts, but it's a bandaid to a problem). So far I hate a few things in this sequel. for the bad stuff(for me, you may be fine with it) So if you were a fan of the first, you're probably gonna enjoy this too. Love the bosses, the weapons and the world. So far it's good, it's what I was hoping for most of the time, more S&S. S&S is my favorite indie game of all time. 500 hours in the first game, platinum on both PS4 and Vita.
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