If a character dies during a level, the game automatically switches to the next, effectively granting two lives. Each character has their own potions that refill upon resting and they share an overall character level, so you don’t need to grind levels for each one. Terrence will always be in your party, but you’ll select a second warrior from the group’s train hideout prior to departure. They all play in a notably different way and have their own strengths and weaknesses. The game has five characters, each with their own weapons, level, and skill tree. You don’t find new weapons and armor, nor do you upgrade your gear. But it’s got the map and level-based structure of Nioh, so there’s no interconnected world. You’ve got a stamina meter that depletes when you do anything, blocking and dodging, dropping currency upon death, bonfire equivalents, and debilitating status effects. More specifically, the game uses a mixture of ingredients from a variety of games in the sub-genre, plus some of its own additions. When I said Pascal’s Wager was a Souls-like, that means it includes most of the trappings you’d expect.
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