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Visions for this game have been fluttering in my skull for ages; something dark and fantastic, with giant forests to navigate, huge floating structures to explore, deep crumbling ruins to loot, massive throngs of enemies to rend, and behemoths both flesh and mechanical to overcome. I want it all to be as beautiful as possible, forging color with the dark and eerie wastes and intimidating landscapes. It plays like the best parts of A Link to the Past and Diablo, evolved: lightning fast combat, more mobility, an array of tactical options, more numerous and intelligent enemies, and a larger world with a twisted past to do it all in.- Rip through enemies with responsive, fun combat; engaging and brutal. Upgrade weapons, discover new equipment and trek deeper than ever.
- Traverse a dark, detailed and interconnected world with alternate paths and secret loot. Miyazaki films have taught me that beautiful animation and design add life to a world. From characters to background elements, everything is lovingly crafted while I hum show-tunes and squint suspiciously at the flickering pixels until they perform as intended.
- A challenge - The game is accessible and easy to pick up, but difficult to master and complete; enemies and hazards become more vicious and numerous, so players must use clever tactics to avoid death. (Some yell hurtful phrases at players simply to bring tears to the cereal bowl below.)
Pagina Kickstarter
Ultima modifica di Mud il 14 settembre 2013, 17:09, modificato 2 volte in totale.
When you're dead, they really fix you up. I hope to hell when I do die somebody has sense enough to just dump me in the river or something. Anything except sticking me in a goddam cemetery. People coming and putting a bunch of flowers on your stomach on Sunday, and all that crap. Who wants flowers when you're dead? Nobody.