![]() ![]() You know the writers were having a tough time when they have to resort to the "magical little orphan with unstoppable enthusiasm that rouses the protagonist to action" trope. The lack of transition or even the ability to have both at the same time really hurts the narrative because it opens up the story to low hanging tropes. Like the main game, the writers try to do a character examination while trying to write a fluid plot driven narrative which they really suck at, the rhythm between the two can only really be described as abrupt brakes as one comes to an end so that the next can take our attention and rinse and repeat. ![]() #Blackde and soul thorns of the black rose puzzle Patch#And a lot has to do with Unity itself having a weak narrative because it puts a lot of stress on DK to try to patch things up, but as a DLC, it was a stretch to think it could plug up all the holes. Like I said before, the narrative was weak. Not much to say on setting other than a well designed map with a nice gloomy atmosphere to showcase the mood. Classic Ubisoft blow their load early on in designing a very atmospheric place and then proceed to weakly finish the gameplay and story. Probably the biggest draw of the three but also the one with the least amount of substance intrinsically. I'd certainly wouldn't recommend it on gameplay terms. A bandaid fix for sure but I guess it saves me some money in buying smoke bombs. ![]() The biggest draw was combat change in that killing a "boss" fighter scatters the underlings so you don't have to spend forever in combat. It's basically the same as Unity with minor touch ups and a new yet useless weapon class. What are your thoughts on Dead Kings gameplay ![]()
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