![]() Anything in between probably means you're going to die in the next room unless you go into it with a plan. Being good at this game seemingly requires you to make risky decisions that could end a run or clear an encounter without taking damage. Risk/reward is baked right into combat at almost every decision. ![]() Music, atmosphere and sound effects are pleasing, nothing stands out particularly but overall the presentation is great. No silly rock-paper-scissors element system, to my knowledge the only status effect I've seen thus far is stun which is frankly, all this game needs in order to keep combat as strong as it is. Enemy design is extremely simple, easy to read and gives a "combat chess" feeling when it comes to approaching larger fights. Everything you do is simple, does a single thing and does it well enough that you are almost required to use every last bit to your advantage, as if you don't you almost certainly will die very quickly. Pacing is slow, methodical and cerebral. Upgrades are there to enhance options, mostly requiring skill to use any given upgrade effectively. ![]() Aesthetically the game is gorgeous, and blends together well with it's soundtrack and sound effects. Each weapon has it's purpose and can be buffed really only by one aspect (Weapons have an affinity towards one of your four major upgrade slots) which at first was strange, but when you find a weapon you like to use have the affinity of an upgrade you are currently building it feels /really/ good. Upgrades are effective but don't cater to a broken playstyle, much more geared towards giving you more options in combat based upon your situational awareness. Very challenging, fights require you to be precise in movement and aiming.
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