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Grupo de Gastronomia

Público·13 membros
Emmanuel Konovalov
Emmanuel Konovalov

Blades Of Time

Blades of Time features an ability called "Time Rewind", which lets the player turn back time and produces a clone that replicates the last actions the protagonist Ayumi made[3] and is vital in solving puzzles and fighting hordes of enemies.[citation needed] The game also features a "Dash" ability which can instantly close the distance between Ayumi and her enemies, as well as travel quickly using environmental features.[citation needed] As the game progresses, Ayumi can unlock more than 40 sets of skills, including attacks and combos, as well as the powerful Order and Chaos forms of magic.[citation needed] The game also offers both a co-op campaign and PvP features.[citation needed]

Blades of Time

So glad I grew up in the 80's. We were an era of alpha males that were not only not offended by boobs, we celebrated them as you can see from the movies of our time. This looks like a game my generation would enjoy.

While I'm surprised as anyone who might be aware of this game that gaijen is even still around let along thought porting this was a worth while endeavour. The least you can do is get the opening paragraph right. This is not a sequel. It's more of a spiritual successor or reboot of xblades. The director of this game just seems to have a hard on for twin tailed leggy blonds with huge tits name Anya. I think that was the name of the character. Beyond the recycle combat engine and the character borrowing from xblades , it has little in common. I'm guessing some market researcher told them that cell shaded visuals and attitude were out of style. Also xblades main character isn't human, check the ears.

Again I'm surprised this is even a thing. I got both games for 2 dollars on steam and still couldn't be bothered to give either the time of day after spending an hour with both. They need new creative talent and to start from scratch. I seriously hope one of their community devs sits down and reads this so they know they are sinking their studio on a garbage product that will never be appreciated in any generation of society or pop culture. It's just not note worthy enough to even recommend or point out as some kind of oddity. It'll never be a hidden gem either. gaijen has done a lot of interesting projects, but it's still looking for it's gold mine.

Sigh. I was hoping this would turn out well. More games with female protagonists that are actually attractive are always desireable, but a lot of the complaints seem consistent across multiple reviews, like the controls failing at times. Maybe if the price drops to sub-$10 I'll be willing to try it for myself.

At least they didn't change the one thing that worked in the original PS3 release: the box cover! I played the PS3 demo when I saw this was coming to Switch. Time travel is a bit of a forced gimmick in this game. While dropping a rock on a switch would be the most obvious way to keep a door open, you must instead time travel so your past (or future?) self must stand on the switch. Simple!

The fight was going poorly for Ayumi. Down to her last shred of life against a foe three times her size, she had just one chance to come out alive. So she fell back on her old standby: time manipulation. In a red flash, one Ayumi became three, and her once-living foe entered the realm of the dead.

But that's just scratching the surface. Tap a button to rewind time, and you see the fight play out in reverse before your eyes. You regain control of Ayumi when you stop this process, and you now have a partner at your side. A clone reenacts whatever moves you recently performed. Using this power, you can hack away at a foe, rewind the clock, and then hack away at the same foe simultaneously. Abusing this ability is not advisable. When you go back in the past, reality conforms to how it was in that earlier state. If you already took down an enemy's life bar, you undo that damage when you rewind the clock. This balances your power to some extent. Inadvertently healing a boss can cause fights to drag on endlessly, so you have to make smart use of your powers if you want to excel.

Situations surface that force you to use this power intelligently. A creature may wield a giant shield that prevents you from attacking its soft back tissue. If you unleash a deadly sword-swinging show on that shield and then spin back time, you can open him up to damage. Distract him with your clone while circling behind, and you can slash away at his weak point without retribution. Outmaneuvering these hellacious beasts makes you smile with sadistic glee.

Exploitations temper some of that enthusiasm. There are fights in which you can cheese your way to victory by doubling your attacks until an enemy lamely falls at your feet. This is especially noticeable during sequences where long-distance foes can be taken out with your gun. By firing into the crowd, rewinding, and then firing some more, you can mow down meanies before they can come close to you. Although there is joy in hearing the echoing rush of two guns firing in symphony, such a victory is hollow. You feel like you're taking advantage of the system rather than making the most of it. This scenario is made worse by the lousy gun controls. Blades of Time's emphasis is on flashy movement, but your momentum is squashed when you whip out a firearm. Ayumi stands stoically still while letting loose a bullet barrage. By forcing her to be grounded, the game ensures you can't abuse your guns in every fight. But there are times when you need to rely on long-distance attacks, and whipping out your rifle feels emasculating.

A bigger problem lies with the controls. At odd moments, when you push a button nothing happens onscreen. You try to dash out of the way or initiate a finisher, and Ayumi stands stock-still while a baddie pummels her to a pulp. Such a problem is maddening in the best of times, but when your health is low, this unresponsiveness rises to the next level of frustration. Ayumi carries up to three health packs at a time, and you need them because her health bar can be drained with just a couple of hits. Ideally, you refill your health and reestablish your dominance. But such an option isn't always possible. You might be caught in an animation that precludes you from healing, and having your precious life leak away because the game won't let you have a bite of that tasty health is a horrible way to die. To make matters worse, you might slam on the button multiple times to ensure you're healed, only to watch in horror as two of your reserves are used up in your frantic taps.

Frequent spikes in difficulty occur mainly because of the unreliable controls. Many of the harder battles enter the land of frustration because you can't heal in time or you fail to initiate a finishing blow when you most need to. In practice, the controls fail only a small percentage of the time, but that doesn't diminish how problematic this is. For the most part, the high challenge level is a welcome aspect of Blades of Time. Once you learn the basics of how to use your time-manipulation ability, the game unleashes swarms of foes with varying strengths and weaknesses to force you to take a creative approach to combat. You may stave off an advancing horde with your gun, rewind time, and then take out air attackers while your clone continues to fire into the crowd. Or you can summon a clone to serve as a distraction while you unleash waves of magical death from a distance. The tools to complete the most difficult sections are always in your grasp; it's just a matter of deciphering the best method of conquest and executing your plan with precision.

Another unexpected addition: multiplayer. Both competitive and cooperative modes are available, but neither is engaging. Your time power has been stripped away here, leaving you with a smooth though bare-bones combat system that quickly grows old. But you have to take the bad with the good in Blades of Time. The promise of its inventive time mechanics is occasionally realized. However, you do have to put up with so many down moments that your dedication may intermittently waver as you push through to the end. Novelty comes at a price. Blades of Time's uneven construction struggles to maintain its high potential, but it's sheer uniqueness makes it well worth spending time with.

These are slowly charged up by laying on standard damage, and they then offer various levels of particle-heavy chaos as you knock enemies back in torrents of flame, say, or force huge ice crystals from the ground beneath them. None of these spells are particularly new to games, of course, but they're undeniably fun to use against the limited cast of foes, as is a contextual counter attack that allows you to pull off massive finishers if you can time a squeeze of the right bumper just so when you're facing in the correct direction.

After the first few hours of Blades of Time, I feared the worst. By the time I reached the end, I could see why this scrappy series has at least a few die-hard fans. Maybe, if you've got an eccentric uncle somewhere who's feeling a little queasy these days, you'll find yourself coming to the same conclusion.

Blades of Time is the spiritual sequel to X-Blades by the same developer. It again follows the story of Ayumi but does not pick up on the events of the previous game. She is a female treasure hunter who disrupts a rite of a guild to access a sphere that transports her to the fantasy world Dragonland. She fights with a set of blades in over-the-top hack-and-slash gameplay reminiscent of the God of War series. Slashes and kicks are linked into fast combos including finishing moves when an enemy has been forced into a submissive position. She can also pick up a variety of long-ranged weapons such as rifles or a rocket launcher and these are also used to shoot objects that are out of reach to solve puzzles. During her journey she can pick up diary pages from previous treasure hunters that explain how chaos magic has altered the environment and introduced monsters. She also meets fellow treasure hunters along the way. 041b061a72


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