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Đánh giá gần đây bởi Storgy

Hiển thị 1-1 trong 1 mục
7 người thấy bài đánh giá này hữu ích
68.8 giờ được ghi nhận (57.3 giờ vào lúc đánh giá)
What this game focuses on it does well, the adventuring, shortcuts, and puzzles are all remarkably well constructed. Unfortunately I simply cannot see a similar elegance in where you'll spend most of your time, the combat.

Whether it's a boss cheesing the same attack for the sixth time, mid-tier enemies massing up ridiculously because you really would rather not fight them for the third time as you learn the significance, or finally understanding the upgrade system only for the stat boost to barely matter, the enemy design is more style than substance. Attack selection feels heavily random across the board, ruining the rhythm necessary for a good boss dance. Add to this attacks that track player movement far longer than their design would indicate, and massive enemies with higher agility than your tiny character and you have a system built to be punishing rather than difficult. A system like this may have worked for the early zelda games, but I don't think anyone would call a highlight. Freed from the four direction limits of those games and we get a system with no effective way to respond to most of the states enemies slither their way into.

I feel I can focus a review here because the heart of the game is strong, but I found the enemies to be a frustrating distraction from this core rather than building on it. There are one or two hints from the manual that work as a sign of what could have been. Understanding those hints really felt like a big step towards mastering those foes, but those peter out quickly and give no boss tips like a true strategy guide might.

This would be a neutral review but the game is strong enough to take some semi-informed (and frustrated) criticism.

TLDR: Glorious puzzles and map hints, messy combat
Đăng ngày 9 Tháng 05, 2024.
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