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#105
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I easily took down Nashandra and the Song Demon with arrows.
They die on the first try anyway.
I played as a "tin can" build, ending up with a shield, a Gatsone Dildao (I think only the club of some boss was bigger, but its moveset is really bad), and an Avelyn (I barely shot with it, just for the "cancer" build), as the ultimate character. It was great - you walk around and one-shot everything, and especially in the Temple, when you stubbornly charge under fire as an angry dwarf to punish the annoying jerk. Then I read online about constant complaints from all sorts of laser katana-rapier guys about everything. And towards the end of the game, I suddenly learned that the Covenant I joined for fun at the start of the game buffed the strength of the mobs. I was too lazy to Google it at that moment, and I wasn't sure yet if I would drop the game.

Added 1 hour 23 minutes ago


A strange spin-off of the Reimi Empire, and completely unexpected. After the harsh cliffhanger of the third game, a resolution was expected, but instead, you are thrown into an underdeveloped, semi-medieval setting about barbarians and knights. I'd rather swing 765 clubs.
The generator seemed diverse, but I didn't feel much interest in digging into it. I picked the Immortal race (a nice balance in a roguelike) and created a half-support, half-dialogue character as best as I could, based on aesthetics. I immediately sighed because now they were forcing a fixed party and a billion of all sorts of hardcore themes. Some taxes, base building, reputation, crafting. I just wanted to run through quests for an hour. It seems interesting and diverse, but I'm not a fan of these themes in roguelikes. Fortunately, they don't force it on you, and you can immediately hand over control to allies. Well, someone might enjoy it.
The level design is a bit sparse; the "cities" of the barbarians are just three houses, which looks rather pathetic after the previous part (where you could easily wander around one city for a whole month), but as I understand it, this is compensated by non-linearity and your own base-hub. But again, since I didn't build or craft much there, it was meh.
The quests are tough, with battles of several dozen people - the developers decided to change the format again. My build couldn't handle it at all, but my teammates were killing mobs in packs. Maybe I just generated a bad build, or maybe the balance is like that. However, nothing new - it's like that in all parts, there were always exploits, and this is probably part of the fun. The combat is again for those who like to mess around; on the one hand, it's cool to command a bunch of guys, but I liked the compact tactics from 1 and 3 more. Even solo in the second game, I liked it more; it didn't overload and I didn't have to sit for three hours. Again, it's good that allies can act independently, and even better than I would.
The presentation is somehow strange; sometimes you have battles and quests, and everything seems to be frozen in place, and then suddenly %%boom%%. Honestly, there was one moment that could have given me a serious scare if I had tried to play for perfection or had picked a different race. But I was suddenly lucky, and I ended up with some kind of ending, I don't know, neutral. Maybe I could have replayed something differently.
Something like that. The old setting didn't appeal to me, although there were some cool themes in it; crafting, economy, combat - just for strategy fans. The non-linearity is cool, but it's very complex - for replaying and grinding. In short, somewhere around a six. Plus a couple of points for the development of various themes and non-linearity, and another one for the increased challenge, but minus a point because it's not quite my content, and another minus for the setting.

Oh yes, - I also laughed at the super-boss of one of the barbarian clans, who flew away with one hit.
My sword, my trusted ally, unphased by my aspect.