NãO CONHECIDO DECLARAçõES FACTUAIS CERCA DE THE FIRST BERSERKER: KHAZAN

Não conhecido declarações factuais Cerca de The First Berserker: Khazan

Não conhecido declarações factuais Cerca de The First Berserker: Khazan

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" you ask. Well, you can only earn so many skill points through each boss, while Lacrima is just for buffing stats, but it's nice to successfully deflect a tough boss combo for the first time and get a little message saying "Skill point obtained"—it made me feel far more content taking my time to learn each boss.

Embora desafiador para jogadores hardcore, os dois níveis de dificuldade e a variedade de mecânicas de combate e habilidades tornam o jogo acessível para jogadores por todos ESTES níveis.

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.

Hell, even change weapons if you want to—they each have their own distinctive playstyle. Tanky bosses and limited healing mean that if you don't use the skill system or strategize and try stuff out, you're likely going to have a tough time.

Hollow Knight: Silksong gets SteamDB updates, and at this point I can't tell if the end is nigh or if I'm just hope-poisoned

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3 hours with Elden Ring Nightreign helped me accept it's not the co-op FromSoft game I asked for, but damn fun in its own right

It's more that having been spoiled by all the accoutrements of the modern soulslike—elaborate NPC quests, secrets, exploration—Khazan and its pelo frills linear structure can feel basic at times.

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.

You might think that's a The First Berserker: Khazan 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 porque, apesar de ter propriedades saiba como combates punitivos e que dependem bem do gerenciamento por estamina e ambientes com bom design e atalhos interessantes, eles nãeste trazem Lindas as ferramentas que ajudam a lançar personalidade ao game.

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.

Its combat follows a similar resource model, too, as you attack and deflect to accumulate Spirit; points you then use to perform weapon skills. Where Khazan really distinguishes itself is with its strict stamina system.

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.

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