![]() Basically, it doesn’t rate you according to your performance, but according to how many “modifiers” can you stack up on a single kill. “Karma” is the name the game gives to style points, and is a strangely restrictive system that is never properly explained. The need of 3 different currencies doesn’t feel necessary for the game, overly complicating something that should be simple, in particular with one of them. You have 3 trees: you can scavenge for money to upgrade your guns, find crystals to upgrade your Ki powers or gain “karma” to upgrade passive abilities and the katana. The upgrade mechanic feels unnecessarily large, with a lot of moving parts. This is specially annoying because you need to “earn” them in the upgrade tree. You can also perform special Ki abilities through certain movement inputs, but they feel awkward to perform, and only a few of them are actually useful. You can also perform special Ki abilities through certain movement inputs, but they feel … More And, of course, it’s useless against flying enemies. Against stronger enemies, it can still work, but the other guns bring the same results with less risk. The katana can be fun to use, specially against large crowds of low tier enemies, but you can also take a lot of damage while using it, something not ideal in higher difficulties (the life steal upgrade is a must). All other guns can become effective in certain situations, but those two give you a bigger impact most of the time. Pretty early in-game, you get an SMG and a crossbow, the two best weapons of the game, and you should upgrade them to their max ASAP. All ingredients that make combat feel tedious. ![]() In another example, we have a good selection of classic guns, but all of them start very weak and need to be improved with a more modern upgrade system.Īlong with this, we have an uninspired level design, that is sometimes is way too big for the minuscule amount of stamina you are given, and uninteresting enemies with unnecessarily high HP. This core clashes with its more modern sensibilities, like a slow walking speed and an extremely limited stamina bar (around 2 secs sprint at the beginning), something that belongs on a slower-paced game. A 2013 reboot that tries to mix and match the old and the new, with poor results.įor example, the game at its core is a classic action game: you enter a large room, you kill everything in sight, you move on to the next room.
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