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Phantom Blade Zero Fixes The Struggle That Might Be Keeping You Away From Soulslikes

Phantom Blade Zero Fixes The Struggle That Might Be Keeping You Away From Soulslikes https://ift.tt/NPkvhOt There's a lot to love about soulslike games, but one of the things in the negative columns for a lot of players is how much time they can suck up. And while Phantom Blade Zero is an action-RPG that's not quite a soulslike, it's similar enough that some players might look at its super-fast combat and exceedingly tough boss battles and decide to take a pass. But if you're the kind of person who is souls-curious or looking for a soulslike game with a little less commitment, Phantom Blade Zero might be for you. It uses a number of elements of the genre's formula, with some key tweaks to make progress a little faster. The biggest one: boss fights that give you checkpoints in the middle. In lots of soulslikes, you'll face bosses who go through multiple phases. Beat them down enough, and they transform into something more hideous and deadly, usually...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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