![]() One of my biggest peeves with many roguelites is when you play, you're slowly inching forward and acquiring permanent currency, which is then used to unlock new perks, weapons, abilities, and so on. It's so damn good!įinally, what I think makes this game stand out most is how they've designed progression. It is bringing back UT2k4 and Quake vibes for me constantly on Archmage. You can beat this without relying on them, as long as you're a damn good player. That and you can take some absurd risks - playing Jacob with HP reduction but mass damage boosts is super satisfying and the game really ends up being a skill issue rather than bad stats or perks. There's RNG involved in what perks appear for you, but you can make pretty much anything work and get some pretty wild DPS boosts. It's creative, interesting, consistently surprising and alongside the silky smooth framerate and gameplay, you're in for a treat.Ĭontrary to one negative review I read, I think perks do feel very meaningful, especially when you start stacking them in creative ways based on the character you play. Weapons all feel really good to use and work differently from one another - you'll be getting spellbooks that fire lethal homing butterflies to frozen arachnids on staves firing pissed off icicle darts. This is pretty damn close to Quake levels of feeling, with very fine air control that is even encouraged by some perks with strafe jumps. ![]() It also nails down progression in roguelites and in no way feels "grindy".īut before that, the shooting and movement are ultra tight. ![]() This is pretty much the best roguelite shooter out there, and one of the best roguelites, period.
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