But then enemies might use a charged-up attack that can’t really be parried. Parrying lets you quickly parry an attack and deal a little bit of damage in the process. Dodging can be used just about any time, and when facing multiple enemies, is the preferred way of not getting hit. That last one might sound weird, but it works quite well in this rock-paper-scissors game of trying to stay alive. In terms of defensive options, Thymesia gives you three: dodging, parrying, and feather attacks. Not only are you now not stuck spamming the same quick attack with the default weapon, but you now also have a quick option to deal a considerable amount of damage to thin out groups of enemies. While far from game-changing, the Reave ability actually helps freshen up combat quite a bit. "The combat maintains a delicate balance of simplicity along with a few interesting mechanics." You can now, for a single attack, use that enemy’s weapon for some extra damage. Doing so on specific enemies-those afflicted by a plague-gives you a Reave ability. ![]() Since this charging up time is not insignificant and will leave you open to other attacks, even the game’s tutorial recommends doing it closer to the end of a fight rather than attempting it while also juggling other enemies nearby. Players can use a charged-up heavy attack to ‘Reave’ an ability off the enemy. Not only does this effectively double the HP some enemies could have, it also has another add-on mechanic, simply called Reaving. Staying on the offensive or using a few heavy attacks is almost always necessary to make sure that the enemy doesn’t recover their health. You’ll typically have access to a quick attack button, but interestingly, enemies can recover their health automatically over time, and this is where the game’s wound system kicks in. The combat maintains a delicate balance of simplicity along with a few interesting mechanics. It’s borderline impossible to not think of Bloodborne while playing Thymesia, which puts it in a difficult position-it really has to be an exceptional game to get out of the shadow of the game that it is quite obviously influenced by. Even its combat is at a faster pace than what we see from typical Souls-likes, quite reminiscent of Bloodborne. ![]() It shares so much in terms of aesthetics with Bloodborne that those unfamiliar with both games could be forgiven for confusing the two. ![]() Now first things first, right from the get go, Thymesia is wearing its influences on its sleeve. And that’s mostly because of how well the team that made it actually understands its influences. Where most games inspired by Souls titles tend to fade into obscurity shortly after release, Thymesia is likely going to be one of the rare games in the genre not made by FromSoftware to actually get somewhat embraced by the community. And this is really one of the first hints that OverBorder Studio-the team behind Thymesia-actually somewhat gets it."Īnd this is really one of the first hints that OverBorder Studio-the team behind Thymesia-actually somewhat gets it. ![]() "Rather than drawing inspiration from something like Dark Souls, it instead draws inspiration from Bloodborne. Where Thymesia differs from the others is that, rather than drawing inspiration from something like Dark Souls, it instead draws inspiration from Bloodborne. An early example of this was Salt and Sanctuary.įast forward a few years and we now have yet another small studio throwing its hat in the ring of trying to make a competent Souls-styled game in Thymesia. It’s no secret that the indie space will often release one or two Souls-like games every year, but it is quite interesting to note that only a few ever really see any kind of success. With the release of Demon’s Souls, Dark Souls, and eventually Bloodborne, FromSoftware ended up not only creating, but essentially codifying an entirely new genre-one that has resonated to an incredible level with indie developers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |