Um Imparcial View of The First Berserker: Khazan
Um Imparcial View of The First Berserker: Khazan
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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.
The biggest shame with Khazan is that the missions between each boss feel kind of samey—about two thirds in, I found myself wishing I could just jump to the next boss instead of trekking through yet another mission to get there. I definitely appreciate Khazan not perpetuating the genre's worst tendencies; putting hidden dogs around every corner and enemies who constantly push you off ledges—cough cough Lords of the Fallen.
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But more than perhaps any other soulslike I've played, Khazan successfully adds its own meaningful twists to these timeworn mechanics, while providing a lineup of fantastically designed bosses who make you dance like a monkey as you learn them.
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.
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Ao dominar as armas e habilidades versáteis por Khazan, os jogadores podem vir a personalizar efetivamente AS SUAS táticas para conquistar muitos MODELOS por chefes e navegar por cenários do combate variados.
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For those who are willing to engage, Khazan has some of the best designed bosses I've seen in a soulslike
If you're still unsure whether to pick this up, one thing I will say is the game has a very poor intro in terms of showcasing its best qualities. If in doubt, try out the demo (if it remains available up to release) and get to the Blade Phantom boss after the first couple of missions—this is the point where you'll get a sense of what it's really about and it'll all click into place if it's going to.
O Primeiro Berserker: os impressionantes gráficos cel-shaded 3D de Khazan dão vida ao mundo de Arad com o visual vibrante de filmes animados.
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?
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You might think that's a 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.