![]() And therein lies what could (should?) be a strength but exposes some flaws in the combat design. So there’s a lot (see their YouTube videos). In a nice touch, the inset on the right plays an animation of the skill. The talent tree, in particular, the Feather attack used for interrupting enemy critical attacks. And all the usual Souls-like expectations: rest sites (literally a chair, but neat looking) to level up, death means you have one chance to recover your experience currency, enemies that can kill you easily if you don’t pay attention, and so on. But there’s no equipment beyond the plague weapons that you can only select from your known ones at rest sites. You can customize your health potion, too. For instance, you can make your parry timing shorter but do more damage, or opt for holding down the parry button to do a percentage damage reduction. This can be useful to change tactics for a boss, or try out something new since there are some slightly diverging paths. You get one point per level and can instantly refund to change a build at rest sites. In short: you have parries, dodges, feather attacks (interrupt critical attacks), strategies (overall bonuses like damage reduction), in addition to the above that you can select from a skill tree. There are also 3 kinds of potions (how quickly they act/base healing). The weapons can also be upgraded with more of the same pickup type (from killing the same type of enemy) to do more damage, be used more often, or have other effects. These can be used via an energy system, meaning one use until you recoup energy via other attacks. While you can gain one use from reaving a weapon with a special claw attack, over time you can also learn these weapons permanently via pickups, equipping up to two reusable ones. These are your spears, greatswords, crossbows, etc. The trick is that your main two weapons (sword and claw) damage one much more than the other and that wounds will heal (turn back to white) after a few seconds of not damaging the enemy.īesides these two weapons, you can also reave (copy) a weapon from an enemy, called a plague weapon. In order to get the final tick of white down to zero, you also need to reduce the green down to nothing. You start by seeing a white one, which turns green as you damage an enemy, representing wounds. Each enemy has, essentially, two health bars. There are a lot of mechanics at play, but let me just give you the overview. ![]() The major element and selling point of the game is its combat. The typical Souls elements are here: mysterious setting with a limited story mostly via items or limited dialog, difficult combat with mechanics to be mastered, twisty levels with (some) secrets, and the overwhelming element of “git gud.” Giving the boss Varg the what for! But he’s about to return to full health for another round. Not because of spoilers, but because I didn’t find out much. What that quest exactly is, beyond recalling your memories (as levels are called), and other major plot points I can’t really say. The setting is a mysterious land beset by some disease, with the infected aggressively seeking to end your quest. Right, to the basics: Thymesia is a Souls-like third-person action game. There’s something here for some players, but in the end, it is limited, or downright off-putting, due to design choices throughout the game. I haven’t beaten it since then, so maybe a better player or the late game will find it quite different, but I’ve amassed enough to give you my review. It is a combination of me not being great at the game and the game design I bounced off of it in the first few hours. Maybe I’d try again on a sale if reviews trend up after updates. While I try to separate this as much as I can from my critique of a game, here it was very difficult: if I had paid for this I would have refunded it by the two-hour mark on Steam. Let me start by saying a game key was provided by the publisher. A claw attack on a regular enemy (motion blur is turned off, but I guess not for some attacks?). Enter Thymesia, promoting its “Plague doctor”-like hero, Corvus, with some mysterious disease and a combat system with different temporary weapons, parries, dodges, etc. ![]() But I guess there’s some rule that you can only pick two, at best. So in the quest for a good PC Bloodborne-like we could boil it down to three main ingredients: Gothic horror, tense and thrilling combat, and ( Souls) difficulty/fairness to the player. It certainly has its typical Souls frustrations, but from my experience fits that mold of “ Souls-hard” in its difficulty. I’ve only played a few hours as I don’t own a PlayStation or use their streaming service, but needless to say it is a worthy entry in the Souls series. The PlayStation exclusive most often asked (begged) for has got to be Bloodborne.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |