As well as the completed run screen, story progression does not rely on full completion of a dungeon. With the difficulty feeling so high in the early stages, this is a welcome addition to give a false sense of achievement from even the shortest of steps into death.ĭespite each level being procedurally generated, ploughing through the same looking areas over and over again can feel repetitive quickly, so plenty has been included to stave off impending boredom. Any deaths are followed by a statistics screen showing what was achieved on the 'run ' gold acquired, enemies defeated, time taken, etc. Each dungeon crawl is also split into sections ending in a boss battle. All parts of the world to explore are on display, though greyed out if not explored. Level selection is decided through a basement below the Bergson home. While the camera pans to reveal the whole area, it showcases so much attention to detail that regardless of plot development, skipping at the expense of missing the beautiful design never seems like an option worth exploring. Simple but effective cut-scenes further the involving story, and are littered throughout gameplay looking like a hand painted labour of love. The Bergson family has inherited the duty of guarding over Mount Morta for centuries, and when the darkness begins to corrupt the land, all of the household ventures out to stop any further spread, as well as developing themselves as individuals and strengthening the family unit.
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