
A first-person souls-like that rewards players for mastering sword combat mechanics. Rise against the robotic cult that has destroyed the world using nanomachines and seek revenge on the cybernetic overlord.
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Languages: English
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The game actively lies to the player to bait you into wasting your time. The "saving" text shows up at checkpoints but if you quit (as I was forced to due to a bug) you aren't given a continue option and have to start the game over. Which is absolutely appalling design, I'd forgive it if it didn't straight up LIE to you to lull you into a false sense of security.
A first-person souls-like that rewards players for mastering sword combat mechanics. Rise against the robotic cult that has destroyed the world using nanomachines and seek revenge on the cybernetic overlord. Все обзоры
It'd be cool if I could change keybinds. Dash being shift aint it.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 34 reviews with recorded playtime.
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Slow and unbalanced
I'mma be real I kinda cheated on a couple bosses and beat the game but regardless this game is peak the art design is top notch, the bosses are hard as ♥♥♥♥ like me, the final boss had a sick ass design, the animation is goated and the environment, music, and sound effects really tie everything together. Thank you ToSoftware my goats you are all very talented, hardworking and amazing.
ремансер помог понять что мне нравиться соус лайки, я давно хотел попробовать поиграть в игры такого жанра но не хотел пиратить и не хотел сразу покупать соус лайк за несколько тысяч , но теперь я буду покупать соус лайки , игра не оптимизирована я смог нормально играть только на мин настройках чтобы было 80+ fps а у меня мощное железо игра короткая но очень красивая , да и тем более она бесплатная
Не оптимизирована , переключение с удара на блок не происходит если не закончена анимация. от этого и куча получаемого урона . Оценка "0 Dark souls / 10"
The blocking is way too slow couldn't get past the first boss don't seem like he ever ran out of stamina when i did, boss had infinite movement, and game runs like poop.
I began with a preponderance on dealing with the fishing; my adjacency to the project had informed me that such a thing was added in the final hour, and I was fascinated by the extent of my appreciation for this feature once I saw it for myself. There were a number of instances where a cutscene was initiated somewhat unnecessarily, such as the pan up toward the skyscrapers in the outdoor arena. There's an excuse for the Taurus Demon, making sure he jumps away from the upper platforms, but he does get stuck after I die and the cutscene no longer triggers; I'm confused why he doesn't just get activated once I enter the region more completely. Near the second save station as well as for the "infected" pair of stations in the boss arena, I felt an imbalance between their player function and the diegetic function, where it felt to be used as more of a cool object rather than an implied construction of intervals. Imagine, if you will, a telephone pole built a single foot away from another telephone pole; it causes me to ask angry questions instead of curious ones. I was sure that the fishing was somewhere immediately before the boss, but my surveillance turned up nothing. But there's always a bigger fish...? On that note, the voice of the tip dispenser has an oddly aloof tone, and the Star Wars quote was all I needed to be sure and play through the game once more. Alas, I had found the spot denoted by several glowing fish strewn about the floor, easily mistaken for fungus. The feature merely magnetizes you into a small animation and shows you an identical fish with a random color and name; after about two dozen fish I was hitting repeats. In conclusion, I have elected to render this satirical addition with a charitable read about crunch and over-scope, and not about fishing games themselves, or else I fear we have severely different tastes despite similarities on the surface. The game is a well-paced Nerve beater from a team who seem to have a lot of ambition as well as consumed experience with the design of similar games; however, these boons in excess become a crutch without the requisite experience of development itself. In a recent review I had expressed that off-path oddities were as much as I needed to have fun, but I seem to have met my match with oddity maximalism, which ended up detracting from cohesion, a subtle but crucial property of the modern classics made by the team's namesake. In and of itself, the homage prompts an expectation of sensibility that is basically impossible for the scope and environment of development. I figure the longer I write about the game with a B is indicative of my efforts to enjoy it, so in spite of a dour review I commend you for swinging above your weight class. It's interesting how many games took inspiration from Sekiro's posture mechanic, yet shifted it to critical hits rather than a full health bar wipe. Sekiro's system was captivating because it was brutally imbalanced; attacking enemies with the goal of actually damaging their health was only useful against the weakest chumps, requiring an all-or-nothing approach for most fights. The middling system used by subsequent games reduces one side to being an extension of the other, making failure and repeat fights more monotonous, as a boss can require up to three guard breaks before moving to another health phase with the same grueling pace. Remanence gets a B for Biohacking My Aesthetics.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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