PS5 Blades of Fire | MercurySteam | Disponibile

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Ah ok, io pensavo che anche questo fosse del team di Dread, eh va beh pazienza
 
 
Alvarez è sempre una garanzia.
 


Comunque sì arriveranno presto dei video.
 
Flashback del vietnam made in Lords of Shadow 2.
 
 

Artisticamente è,come avete detto, insipido :sisi:speriamo nel gameplay e che questo focus sulla forgiatura porti un po' di varietà.
 




 
Blades of Fire | Hands-On Gameplay Impressions

▪️Recap: New action-adventure IP from MercurySteam (Metroid Dread, Castlevania: Lords of Shadow)
▪️Coming to PS5, Xbox and PC on May 22
▪️Around 60-70 hours long to complete
▪️You play as Aran de Lira, a forger and warrior who, after suffering a personal tragedy, "finds himself in possession of a magic hammer that lets him enter the forge of the gods to create the only weapons able to defeat Queen Nerea’s forces"
▪️The world is "squarely in fantasy territory", "rich, overabundant, lavish fantasy, as well as occasionally brutal and twisted"
▪️Magic courses through a land teeming with flowers and buzzing with wildlife, and creatures like trolls and elementals romp around
▪️Soldiers sort of look a bit like the Locust from Gears of War, chunky, loitering around. The whole game feels like it has a "chunkiness" to it, a bit like Blizzard games (hands and arms are oversized, buildings/walls are double thick). Combines to make a pleasing visual picture and give a sturdy, hefty feel
▪️"Wildly customizable weapons saves it from being just another action game", "combat is refreshingly different"
▪️Combat: Rooted in directional attacks that use every face button on a controller. On a DualSense for example, Δ aims for the head, X goes for the torso, while ⏹️ and ⭕️ swipe left and right respectively
▪️An enemy holding up a blade to protect their face for instance, can be overcome by aiming low and skewering through their gut
▪️Example: A troll boss can have a second health bar that can only be chipped away after dismembering it. If you use your right hand attacks, you can cut off its club-wielding left arm or cut off its entire face, leaving it blind and aimlessly flailing until it can regrow its eyes back
▪️Your attack and dodge stamina must be manually restored by holding the block button instead of automatically regenerating
▪️You can swap between 4 different weapons on the fly, wield your weapons via different stances, either slashing with the sharp edge or thrusting with the pointed tip; assess enemies to determine which methods are the most effective
▪️Rather than finding new weapons out in the game world, every weapon's life starts in the Forge
▪️You can create up to 7 different weapon types, from twin axes to polearms
▪️You start with your choice of a basic weapon template and tweak and modify and name, for example you can adjust the length of a spear's pole and the shape of its spear head which affects its stats
▪️A longer pole increases the spear's range, while its head shape dictates if its better at slashing or piercing
▪️Different materials also affect a weapon's weight which has an effect on your stamina pool
▪️You then physically hammer out the metal in-game on the anvil through a "remarkably involved minigame", where you control the length, force and angle of every hammer strike
▪️There is a curved line onscreen that represents the ideal weapon, you arrange a series of vertical bars to try and match the shape of that curved line with each hammer strike. Overworking results in a weaker weapon. You're rewarded with a star rating, the more stars you get, the more you can repair your weapon before it permanently breaks
▪️You can instantly remake weapons you've made before to save time
▪️Some found the weapon forging system to be "frustratingly obtuse", as there didn't seem to be a clear connection between the areas struck and the resulting shape of the metal; hoping for better tutorial or improvements before launch
▪️MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey
▪️If you die, you lose your weapon upon respawning, but you can go back to where you died to retrieve them
▪️After playing for 3 hours, some hands-on impressions were unsure if the game can support a variety of a 60 hour game ("within 3 hours I’d fought the same gatekeeping miniboss 3 times")
▪️Others also felt there were uneven difficulty spikes, the game chucks multiple types of enemies at you, sometimes in confined areas. Can sometimes feel like you waste precious weapons, rest at an anvil to reforge and then enemies respawn again
▪️One previewer noted that when they started slowing down and nosing through the game's menus and built-in tips to see what they were doing wrong, they learned the game's nuances and it clicked
 
Around 60-70 hours long to complete

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