![]() Digital Sun knew it wanted to go with an action RPG instead of a roguelite like Moonlighter (its previous game) this time so that it could focus on story. No League necessaryĪction isn’t sole focus here, though. Every maneuver felt easy to execute with the button layout, enough that I was able to choreograph my next attack at each point of the fight and effectively combo enemies. When I messed up, I was always sure it was my fault and not the product of unclear game design.Īll that action is responsive without feeling a step off beat, and none of the controls overlapped enough that they interfered with each other. I’d sometimes find myself in a screen full of enemies, all of them throwing magic while a boss unleashed wave after wave of devastating attacks outlined in red. Each monster I faced had a clear visual cue that alerted me when it was attacking, when it was about to recover, and how to differentiate between them on a busy screen. Smart UI decisions enhance that combat flow. During the demo boss fight, I cycled between frantic dashing, timely melee attacks, and healing magic whenever I had meter. I repeatedly slammed Sylas’ chains against a gate that the captive NPC asked me to break down, which covered all my charging needs. ![]() They rely on an energy meter that charges based on how often you attack enemies and objectives, though. In addition to basic attacks, players can hold four abilities that can be freely used via D-pad. They differ on both speed and range, adding another layer of strategic pacing to battles. The two melee attacks aren’t just the same skills with different damage outputs. The Mageseeker gets a dash, light attack, and heavy attack that all have minimal cooldowns. Melee attacks and evasive maneuvers round out the system. Magic falls into one of six elements with type advantages and elemental weaknesses that developers tried to keep simple, like fire being strong against ice. This limit forces players to aim spells carefully and rely on other attacks besides magic. Sylas’ signature ability steals powers from enemy mages, and it can only trigger again after a brief cooldown. Mageseeker’s complex combat system is its crown jewel. Mageseeker is shaping up to be one of the best action games of the year - enough so that I’m tempted to call it Hades-level good. On top of that, though, it doubles as an intriguing addition to the League universe for newcomers and veterans alike. Fitbit Versa 3ĭigital Sun took inspiration from games like Hyper Light Drifter, Cross Code, and Hades when creating it, and that’s very apparent based on the fast-paced gameplay I tried at PAX. Having this ability allows the Drifter to stay mobile while adding an extra layer of protection. Even though the Dash is already effective at dodging attacks and projectiles, it's not invincible. Bullet AbsorbĪn unusual Dash ability that allows the Drifter to generate a shield that absorbs bullets while dashing. Not only does this ability give them another defense against ranged enemies, but it also allows them to conserve ammo while still being able to deal damage from a distance. ![]() ![]() Just like in the action movies of yore, this allows the Drifter to swing their sword at projectiles and launch back towards opponents. It's their strongest sword-based attack making it very useful for dealing heavy damage against bosses and taking out multiple enemies in a group quickly. This charge attack allows the Drifter to swing their sword in a large circle hitting multiple enemies. The Drifter will have quite a repertoire of abilities to use and get a feel for, but there are some that are far more useful than others.
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