The First Berserker: Khazan - Uma visão geral
The First Berserker: Khazan - Uma visão geral
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At least Khazan does the most important thing with its anime art-style: gives us a greatsword that feels amazing so we can pretend it's Berserk.
Não sei se isso foi por questão intencional do design ou resultado por um erro, mas tenho a impressão do de que muitos vão chegar nesse ponto da aventura e se sentir frustrados pela “surpresa” de que o estúdio preparou — mas vale a pena insistir um pouco para passar dela.
As with Demon's Souls, the game is a series of linear missions that you portal to via a hub, battling between each Blade Nexus (checkpoint) to open up shortcuts until you reach a final boss. Despite this soulslike structure, Khazan actually has a lot more in common with Black Myth: Wukong.
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A reviravolta de que temos no meio da história era extremamente esperada e a única maneira dela continuar, tornando tudo previsível demais e com criatividade pelo roteiro.
Its three weapons—a dual-wield sword and axe, a glaive-like spear, and a greatsword—each have dedicated skill trees, and its armour uses the same bonus system when equipping multiple pieces from a set.
3 hours with Elden Ring Nightreign helped me accept it's not the co-op FromSoft game I asked for, but damn fun in its own right
O Primeiro Berserker: ESTES impressionantes gráficos cel-shaded 3D de Khazan dão vida ao mundo por Arad com o visual vibrante do filmes animados.
The biggest shame with Khazan is The First Berserker: Khazan 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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Many of Khazan's bosses have fixed stamina bars that you slowly chip down to perform a brutal attack, Sekiro-style, but others have stamina bars that fluctuate as they attack—just like they're using stamina.
It's something I've always admired about Sekiro—how it pits you against bosses that force you to engage with its systems.
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.