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From almost a heart attack to be hit harder than before. It seemed that the Darkider saga was about to die, following in the footsteps of a THQ that was out of line with its good times, but in two years managed to have Apocalypse cavalry more alive than ever. We saw them last year with Fury on It's amazing Darkers III, and now we have to understand it again, but this time we're not going to be a lonely cow.
Darkider Genesis returns to its historical and artistic origins, however it may seem otherwise. Joe and Steve Madureira are back in the saga they brought with their studio, Airship Syndicate, to sign a spinoff that changes the point of view to give the same. Currently two protesters, Guerra and Lucha, the camera is in the air and the road is cooperative; but do not undergo changes: The Devil seems to say, They are attractive.
The prequel goes back in time to tell the events that took place before the first Darkider, by Guerra. The rider and Fight, who opens here, are sent by the Council to see what Lucifer is doing, the only person who can threaten to destroy Balance. With the unpleasant events of the great Edenic war at a young age, both warriors travel all over the world in search of the devil to hunt and set up their plans.
It's a simple argument as we tell you, which saves some well-known characters, like the ever-present Vulgrim, and that shows the other two Horsemen, but which gives full weight to the old and new character. A duo with some things that are always controversial and reminiscent of twentieth-century buddy movies. The fight is cool, confident and at times unfermented, someone complains that his boots are soaked with the blood of his enemies and that he sometimes misses Cayde-6. Guerra is straightforward, disciplined and has a critical heart, someone who does everything to follow the order.
And by working together they work, of their own character, as in the conversations they discuss with the building and with the mechanics they excavate. The battle is deadly in melee, as we recall from the original Darkider, though it has weight and a change in its movement, but with the same patterns and abilities that everyone handling then will remember it. The fight, on the other hand, is aimed at distances with its two guns. Use different types of ammunition (rifle loaded, rifle, rays and enemies … there are many options available), it's quick and good to move enemy life away as Guaru approaches to crush it, though You can also destroy yourself, especially when completing a streak line, which increases damage your own.
Their combat modes are very different, which is why we advise you to enjoy the game in conjunction with another person, sharing a sofa and two controls on the same screen (we played the PC version, the same that arrives this Thursday December 5th near Stadia). The two are highly marked, and that helps two very different player profiles to share the game without a problem. You may not know how to grow one or the other, but you will always experience more war or struggle.
Yes, the drag program is missing to add another player right now. Switching between solo and multiplayer games (home or online), is done through the Summoning Stones available at each level, allowing access to stores to purchase reviews or find a friend to play. The system is something that reduces magic to a powerful game; but it also makes sense, because the world is changing depending on the number of players. Enemy numbers, access to different parts of the map and other puzzles are changed to either the player's need or to proceed alone.
The Heart of the Claimants Genesis is like a lump in it, even though the development process has been made much easier to keep coming back into the fight, and without it being an excuse to "digest" the experience. Forget the idea or the mechanics. This spin-off is an action game, puzzle and role that is so light that it seems to be missing.
You travel from the medieval world to accomplish the task entrusted to you, often scanning more or less maps to find an item, exterminate the boss and return. That is an existing goal, which forces you to move from place to place and find new enemies, new situations, solve some exciting puzzles and, what's really important, always try new mechanics.
Genesis does not want to be bothered by problems, but also does not want to be labeled as easy. Switching between bullets is done by the fly, Armor skills are dull and easy to make, and a different gun is exchanged with the use of one button or the other, allowing them to easily bend their two hits. Learn to manage both easy, and improve yourself; but the depth and exploitation of its power is no more. Of course, if you know them well, it's really satisfying.
Yes, it is true that introducing a very complex system of combos would not break the rhythm or simplification of what is most wanted. The combos of both characters are limited by the push of a button, the ability to rotate sometimes through the introduction of air, allowing depth to drop their individual abilities. They are varied and unique, and they fit well with their characters, but they're also not enough.
This is not an understatement, because the Darkider Genesis do not stop being interesting. Each world is large enough and well-built enough to hide a large number of secrets and we invite you to explore, something needed to find collections and develop characters; but, at the same time, and lets you get in quick, go look for the boss and solve your mechanics in a few minutes. Its formula can be stretched and refined without irritation, and few can boast of doing so.
The design of the design is also in keeping with the quality of the art. Madureira's style is evident in everything, in the character's characters and the enemies, but especially in the world. Genesis can go from being completely intellectual and black to a blur of light and colors, and always in a style made of a mark. Surprisingly, with the exception of some less inspired enemies, it always offers a variety of landscapes and enemies, as in recent behavior. It shows the care the team had when building the whole thing, in fact it shows even in the renovation of Castilian, even though it proves that there is some English text that goes into the menus.
And then, in what parts does the game play a role? Everything is in the process of development, practical and practical skills. There may not be any pieces to equip for new weapons or weapons, but there are orbs you can find from enemies that you can use in a tree that is not too big, however complex. There are three types of Orbs that can move in any slot of this tree, but if that type according to the slot is used, for example an attack in an attack zone, its effect is enhanced. The same goes for the orbs available to the managers themselves, who are more powerful and have similar abilities.
That and the acquisition of skills or advances are the only ones that cause difficulty, inviting you to stop to see how you can distribute what you have as you would in a role-play; but there is nothing else, and it is commendable, because we are here to spread storms and shootings, not to think of tricks. You must be fast, fast, accurate, and destructive. Mastery is accessed skillfully in controls, not by meditating on the next step.
So, even though Darkider Genesis doesn't reinvent the wheel, it has made us incredibly intriguing. We enjoyed the ride alone, but we enjoyed that as little to no co-op. It's fast, bright, it's the perfect excuse to crush the buttons while you end up with huge waves of enemies and fill the screen with explosions, magic and blood. There is nothing quite like feeling like the Horse of the Apocalypse before Christmas. And so on.
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