The final boss fight, as well, is likely to make you want to give up - once you figure out the first phase it's easy, but the second phase introduces almost too much to contend with and I feel I just got lucky getting through it. I also felt that the core enemies offered more of a challenge than the bosses themselves, there was much more active movement needed for the standard enemies, while bosses felt like a "hit a few times, back off, hit a few times, back off" repetition when they could have been much more interesting. While most of the game offers smooth scaling of enemies and combat, there are a few areas that had me shaking my controller at the screen, primarily due to certain areas forcing you into combat with two or more enemies at once, or the fact that some enemies can stunlock you into death unless you somehow manage to break free. With the impressive branching story, player agency, and unique places to explore and characters to meet - there are also a few things that set the game back slightly. There are also some incredibly good-looking views, that you might just stop to take it in. Do I really have to climb to the top?Įach area is unique from the others, from the well-built city of the Noboru, to the volcano home of the Ratkins, you'll get enough variety and ways to traverse the world that you'll keep finding neat little "aha!" moments as you find a quicker way to proceed along the paths or ways to circumvent enemies to get back to the boss quicker. You can even trade set(s) in for an additional restoration vial, depending on which faction you have access to shop-wise, and there are legendary weapon pieces found throughout the world and special vaults that let you unlock the best weapons in the game. Tied into that, is that each area has a unique set of armor you can collect the pieces for, giving you a full set with their own unique bonuses, and if you explore every nook and cranny the pieces are easy to collect. ![]() Each "area" has more than one path you can follow, and as you progress you'll be able to unlock shortcuts to make it back quickly after you die. One thing I found enjoyable was how you're rewarded for exploration. Smacking enemies with a poleaxe? That's cool too! Light 'em up with fire? Make sure you have enough intelligence! There's also a myriad of choices as to how you decide to play the game. ![]() There was a level of nuance to it, that I didn't expect, and now I'm already wondering what would be the result(s) had I made just one or two different decisions. There are really only two choices at the end of the game, and I won't spoil them, but what blew me away was how even with two simple final decisions.a number of decisions I'd made had a clearly changed ending. If you're like me too, you're going to be curious about the decisions you don't make, and that's a big part of why I actually replaced the opening Monastery area 4 times, each with different decisions - it's neat to see your choices have a true impact. ![]() Even something as small as giving a rat a ring can lead to having to make a drastically different decision 10-12 hours later. When the devs say "Your decisions will shape the fate of the world, literally" they're not being dramatic, because even the smallest decisions end up helping (or hurting) you later on in the story. Now, when I say branching story - I mean it, and I'll do my best here to avoid any spoilers. To me, that's a really great approach if you want to explore the branching story without having to be really good at this style of game. ![]() Exact same movement, but slowed down to give you a bit more time to dodge the attack(s) and learn the pattern. "Easy Mode" in Souls games is usually made fun of, but I appreciate how GoldKnights approached this - rather than making the enemies need less damage to go down.they simply became slower. I played on the "Dark" difficulty, which was challenging throughout, but early on when I was exploring how the decisions impacted things I also accidentally switched to Story Mode. That's the nice thing about being immortal, though - you can get right back up and try again. While combat can be a bit clunky at times, I had an easy time picking up on the enemy patterns, and the three factions having different enemies to fight kept things from getting stale, too. This staple is alive and well in The Last Oricru, and the progression of skills and equipment adds some additional tools for you to hone in on a combat style that works for you and smooth out the scaling. Usually, the major selling point of a souls-like is the combat, offering a challenging experience that forces you to fail and learn until you progress.
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