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Unsouled

w bibliotece

2.3/5

( 2 Recenzji )

2.3

2 Recenzji

English i 4 innych
19.9919.99
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Unsouled
Opis
- Fast-paced, stylish combat Enemies in Unsouled react to every move you make. Keep your guard up at all times as the slightest mistake will be met with relentless enemy attacks. - Expert controls and timing Execute various skill combos and counterattacks for maximum da...
Opinie użytkowników

2.3/5

( 2 Recenzji )

2.3

2 Recenzji

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Szczegóły produktu
2022, Megusta Game, ...
Wymagania systemowe
Windows 7 or Later, Intel Core 2 Duo E6320 (2*1866) or equivalent, 2 GB RAM, 512mb video memory, 2 G...
Opcjonalna zawartość do kupienia
Unsouled - Digital Artbook, Unsouled Soundtrack
Czas gry
3.5 hGłówna linia fabularna
9 h Główna linia fabularna + dodatkowe zadania
30 h Kolekcjoner
6 h Wszystkie style
Opis


- Fast-paced, stylish combat
Enemies in Unsouled react to every move you make. Keep your guard up at all times as the slightest mistake will be met with relentless enemy attacks.


- Expert controls and timing
Execute various skill combos and counterattacks for maximum damage. Use the “Abyss” system to get a closer look at the game’s unique mechanics. Players may be tempted to turn down the difficulty settings, but mastering true combat requires practice.


- Chained attacks
Each skill combo in Unsouled have their own unique triggers. Whenever using a skill, your character flashes for a brief second. Use this opportunity to turn your initial strike into a deadly series of blows by performing one skill after another. Learning each skill’s wind-down pattern is crucial to mastering chain attacks.


- Counterattacks
Combos aren’t the only tool under your belt. The counterattack mechanics stay true to the high-risk, high-reward principle, allowing you to decimate multiple targets in one seamless attack when done correctly. Mastering the chain-counterattacks is key to turning the tide on your assailants.


- Interactive objects
Slamming an enemy against a wall, pushing them off the ledge, cutting a tree down to crush them, or even bringing down a large object to create a makeshift bridge are but a few of many ways to overcome various obstacles and threats in the game.


- Passive and Active Souls
You may come across special Souls as you fight and explore. Passive Souls take effect immediately after being obtained, enhancing abilities, unlocking new skills, or upgrading existing ones. Active Souls are manually activated through button interaction which can unlock skills normally reserved for bosses, and are used for combos as well as escaping from enemies.


- Beautiful pixel art
"Travel across five distinct locations each filled with unique retro style visuals with enemies that are spooky and fun.
Each individual pixel is affected by real-time lighting, meaning, you can enjoy the rich, vibrant pixel graphics in all its glory!"

© 2021 NEOWIZ & Megusta Games All rights Reserved.

Częste osiągnięcia
Dodatkowa zawartość
Zawartość
Standard Edition
Digital Deluxe Bundle
Artbook korean
Artbook english
Soundtrack MP3
Soundtrack WAV
Wymagania systemowe
Minimalne wymagania systemowe:
Dlaczego warto kupować na GOG.COM?
BEZ DRM. Aktywacja ani połączenie internetowe nie są wymagane do gry.
Bezpieczeństwo zakupów i zadowolenie. Wsparcie 24/7 i pełen zwrot środków do 30 dni.
Czas gry
3.5 hGłówna linia fabularna
9 h Główna linia fabularna + dodatkowe zadania
30 h Kolekcjoner
6 h Wszystkie style
Szczegóły gry
Działa na:
Windows (7, 8, 10, 11)
Premiera:
{{'2022-04-28T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Rozmiar pliku:
596 MB
Linki:

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中文(简体)
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日本語
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Opinie użytkowników

Posted on: March 28, 2023

Demands of Precision Not Reciprocated

Unsouled carelessly borrows from too many disparate sources to be anything but less than the sum of its parts. Imagine Hyper Light Drifter, Sekiro, and Bayonetta trying to dance but stepping on another's toes. The game has a meager movelist with significant functional and tactile overlap. Enemy and encounter design leave little room for what scant stylistic expression would be allowed by the moves on offer. There's more nuance than I have space to give credit for, but moves can generally be distilled to "hit enemy", "hit enemy away", and "move to and hit enemy". Combos feel isomorphic or call-and-response in a way that more carefully considered action games avoid through expanded movelists and move properties. The "chain" system, which ostensibly drives combo depth or demands exacting inputs, is in the majority of cases merely a graphical signifier that the player has finished move recovery and may input their next attack; it's nothing novel, let alone noteworthy. For some, the appeal lies less in expression and more in rising to imposed technical demands, but Unsouled's loose design tolerances leave the game issuing these demands without facilitating the player's ability to meet them. Player and enemy hit and hurtboxes were not designed with the core principles of this game's combat in mind. Attack adjustment tracking, collision friction with enemies, and enemies' hurtboxes/player hitboxes are all so small that the player's attacks, most of which significantly reposition the player, will frequently pass harmlessly past enemies and leave the player disadvantaged in position and state. All of these flaws are exacerbated by the additional layer of Souls/Sekiro mechanical and statistical derivations meant to force a rhythmic ebb and flow of attack and defense. Tracking four separate meters above each individual enemy is too big an ask when I'm occupied by parry windows and razor-thin attack margins. Got bad end on hardest diff. Some fun! Much frustration!


Czy to było pomocne?

Posted on: March 17, 2024

Clunky, cluttered and unconsidered

Imagine putting foregrounds elements on a top down action game to obscure what the player is seeing... yeah that should be a microchosm for the quality of the game. Combat feels quite clunky with lots of redundancy in the control scheme. Like there is a dodge and a block button instead of having a block button that activates a dodge on movement. Sure you have a dedicated button for each cause the block is directional but that doesn´t add much to the game. Speaking about the block, it also feels worthless to use as the block stun you get from using it makes it worthless when trying to follow it up with any sort of attack. Many things in this game are just not well considered. The dodge move is a stab that knocks the enemy away, when the whole point of a move that you use during a dash is to close in the distance, why would I want to knock the enemy away? Also rather than just allowing you to dodge halfway through hitstun like most action games the game forces you to use a mechanic called ghost dodge to cancel hitstun with a dodge. This system is nonsensical because: 1.It has be activated by pressing block and dodge, meaning that you can´t dodge out of a block, making the block feel even worse 2. Requires two buttons for an action that should be instinctual. There is no reason why they couldn´t just have made it so that if you press the dodge button during hitstun you use the ghost dodge and consume the resource. The controls did not need to be cluttered like this 3. Makes the game feel clunkier as a whole, forcing you to rely on a resource to get mildly smooth gameplay. The chain system is also quite restrictive as for the chain window to appear, you have to wait a bit for your attack to finish, making it feel clunky and slow when the game should feel exciting and technical. And the game has actions that require you to hit the Y button while hitting every other face button, which feels awful to do.


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