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Please send all cause a smile, like a good parody, then begin to irritate, as a bearded anecdote. In the best of times things go backstage, leaving room to something fresh, original, but after rip off the mask, and with him - yes, there is also encrypted with Dark Souls. Oh Gods!
The funny thing is that Salt and Sanctuary easily have done without such citation. In addition, in terms of gameplay, it is closer to the Castlevania: Symphony of the Night, than to the game, any way trying to seem. And while Ska Studios insert your reference without unnecessary aggression and obsession, and ye shall afflict them. For the players - another reason to remember the beloved series, and for developers - easy advertising. The main thing that the game itself is not anticipated by the legacy from which sprouted.
Leaving all attempts to play on the old "psychic" memory finally stopped dying, adaptirueshsya management, and simply accept the true image of the game. It's amazing how a team of two people managed to do so flexible and workable mechanics and does not give a blunder with the saturation of the world the right things. Weapons, armor and spells is not enough for one army, and to explore all possibilities for setting parameters of the character, you need to spend in the game more than one or two dozen hours. The trick - in the development of the tree. Unlike "real» Souls, in Salt and Sanctuary you can not change the specialization on the go.
For each type of weapons and armor should strengthen the development of a consistent thread. Uglubivshi to study swordsmanship, you simply will not be able to pick up something that does not bow or magic staff, but even an ax. Change heavy armor for light leather armor, too, will not be allowed without the appropriate skill. The appearance of the character is rigidly attached to the selected line of development, and it's hell shackles.
If you do not spray the experience of the tree of skills, and learn purposefully selected one branch of development, ordinary opponents will soon cease to be a stumbling block. We just need to get used to the fact that the knife-wielding thief will have to make a lot more effort than, say, a knight in heavy armor and two-handed hammer. The gap in capabilities between the classes visible to the naked eye. But it is enough to play with a sense of comfort.
When the mind develops a clear understanding of the principles of the in-game mechanics when hands start without delay to direct the character and the hero acquires a powerful arsenal, the voltage from the game, like a Sisyphean stone passes through the top and breaks down rapidly, sweeping away all obstacles. The more, the easier it becomes a Salt and Sanctuary, and even additional tests (irreversible death, the absence of "kits", shields, armor, and so on. D.) No longer seem insurmountable.
And this descent from the Salt and Sanctuary are two trumps: experiments with the development of the character, whose purpose - to create the best destroyer of worlds, and a powerful incentive for research already passed places with collecting, mining resources and finding secret paths.
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