![]() ![]() This is the equivalent of a writer who has this great idea for a great Sci-Fi story, except he wastes page after page after page after page writing about backstory instead of just telling the damn story. ![]() This is what happens when someone designs a game who doesn't actually give a ♥♥♥♥ about the people who will play it. But, at least I have a heal button! Except, I don't get i-frames when I'm using the Heal, so while I'm healing myself, I'm taking damage because I'm movement locked during the animation, so whatever healing I might have gained from using the Heal, I lose anyway.Īnd let's not even talk about the dash puzzles, shall we? Not only am I in a major fight where 10 enemies are on screen, they're moving around all over, half of them are charging me for a melee attack from all angles, the other half are using projectiles from all angles and they're warping to-and-fro, but now I also have to manage two entirely different directional inputs simultaneously while keeping track of all that crap. Well, what do you know? I'm not rolling into incoming damage.īut, oh no! What's this? Now the real flaw of this ♥♥♥♥♥♥ game's design comes to the forefront: Let's set it to move in the direction of WASD. Oh no! I need the Mouse to aim at the enemy, so whenever I want to dash, I move into incoming damage! That means this setting is broken. Well, that just seems dandy! Let's put it into practice. First, we could set the dash to move in the direction of our Mouse. The whole thing relies on your dash mechanic to avoid damage. There's no learning curve to the controls. I don't care if you've wasted so much time in this game to develop the necessary skills to overlook this fact-which is obviously true from the very first moment you get into serious combat-the controls are terrible. ![]() But objective reality, at some point, must be given proper attention. I don't care if it's your favorite game or if your admiration for the development and its "meaning" have given you some foggy goggles to objective reality. This game is a game that I wish I could like more than I do, but because of clear and present design choices-not faulty programming or bugs-but design choices, I can't help but state the obvious: It has a strong visual narrative presence. I appreciate the analogous story behind its development. ![]()
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