![]() ![]() Light and heavy attacks, dodges, stamina meter, limited number of healing potions that stop you from rolling/sprinting while using them, and even a firearm with a limited number of bullets. It can probably best be described as Bloodborne-lite. Which might as well bring us to said gameplay. It’s the backstory and the lore of these locations that incentivizes us to explore them in the first place without a narrative of some sort to provide context and get us going, the gameplay has to pick up all the slack. The decrepit hallways of Dark Souls’ Anor Londo, or the rainy plazas of Hollow Knight’s Kingdom of Tears would probably both be interesting to explore in their own right, but they would lose something without the broader context of the world. Which I’m not inherently opposed to, but I do think one of the more intriguing elements of Soulslike games is often their lore. There doesn’t seem to really be a narrative beyond: here is a city with monsters, go kill some. What brief bits of narrative that can be construed from the odd chat with the occasional NPC don’t do much to provide context for proceedings. in a Victorian era setting for no particular reason, on a quest to kill some monsters… also for no reason. We play as a typical nameless, voiceless protagonist who is. The story of Estencel is pretty barebones, and frankly that’s putting it charitably. The most recent developer to fall into this category is Rone Vine, creator of Estencel, a game that couldn’t be any more Bloodborne unless it started with a crotchety old man in a wheelchair telling us to go stab some people. By Paul Broussard, posted on 05 February 2023 / 1,532 Viewsīloodborne was one of my favorite games of 2015, and despite still being locked to consoles (curse you Sony), it seems to have inspired a myriad of other fans and game designers across the globe. ![]()
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