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Soulstice e3
Soulstice e3




soulstice e3

Sometimes, a prompt will appear over an enemy. I say "apparently" because it's easily the most underdeveloped part of the combat. Soulstice also has a parry mechanic, apparently. There's a degree of needless complexity on display here. This doesn't gel well with the bullet sponge nature of the enemies, as it prolongs combat encounters to the point of tedium. That's fine in principle, but the field runs out after a certain period of time, which can lead to irritating wait-and-see moments while you wait for the field to recharge. Pressing either trigger summons a red or blue field, and some enemies can only be damaged within that field. Most of Soulstice's combat frustrations lie in its Ikaruga-style red-and-blue mechanic. Enemies are weak to certain kinds of weaponry, which only seems to matter some of the time armored enemies absolutely must be taken down with the fist weapon, for example, but despite "summoners" being weak to daggers, they never felt effective against that enemy type. Part of the reason for that feeling of grindy repetition in Soulstice's second half is its overabundance of extraneous mechanics. There Are Too Many Mechanics In Soulstice Some enemies in Soulstice are pretty painful to fight over and over again. I'd be giving away Soulstice's surprises if I went into detail, but suffice it to say that although there's nothing here on the level of Devil May Cry's boss design, Soulstice delivers when it comes to spectacular, climactic boss encounters. A couple of bosses are uninteresting humanoids with pedestrian movesets, but there's some real creativity on display elsewhere. Happily, they're usually much better than moment-to-moment fights. At its best, the combat is weighty and satisfying.īoss fights are another matter, though.






Soulstice e3