Secrets The First Berserker: Khazan Top
Secrets The First Berserker: Khazan Top
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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.
Enquanto enfrenta 1 mundo cheio por criaturas perigosas, ele deve resgatar a honra que perdeu, mesmo que isso signifique combater o próprio exfoircito qual outrora este respeitava.
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.
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.
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.
Speaking of nice little rewards; another of Khazan's genius features is that it gives Lacrima (souls to level stats) and skill points for fighting bosses. That's right, not beating bosses; simply fighting them. "How is that not entirely broken?
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.
Outra coisa de que igualmente incomoda amplamente é o fato do progresso em atalhos dentro Destes mapas nãeste ficar salvo permanentemente no jogo, quando comecei a executar backtracking nos mapas anteriores de modo a pegar os colecionáveis da platina, me deparei usando todos ESTES atalhos que eu tinha Livre, completamente fechados.
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Isso porque, apesar de deter propriedades saiba como combates punitivos e que dependem natural do gerenciamento por estamina e ambientes utilizando bom design e atalhos interessantes, eles não trazem Lindas as ferramentas qual ajudam a disparar personalidade ao game.
It's also what I love most about The First Berserker: Khazan. Like many soulslikes in recent years, Khazan apes quite a few of Sekiro's more-than-familiar combat mechanics—whether deflecting to build a gauge and stagger a boss, or avoiding unblockable attacks that flash red.
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.
But more than perhaps any other soulslike I've played, Khazan successfully adds its own meaningful The First Berserker: Khazan twists to these timeworn mechanics, while providing a lineup of fantastically designed bosses who make you dance like a monkey as you learn them.