![]() ![]() ![]() ![]() That clunkiness did get better as I became more comfortable with the controls, but never went away completely. Not being able to jump without holding Run and having those two buttons mapped under the same finger, for example, made fluid exploration tricky, and having to open a radial-menu to before using one of Hilda’s unique skill powers causes the flow of combat to stutter. While not inherently awful, there were definitely some choices that made guiding Hilda around the world a bit unwieldy. The biggest hurdle to get over during the roughly half-hour span it took to search every nook and cranny of the demo’s two regions were its controls. My go-to combo for most of my demo was the sword/shield combined with the extended reach of a spear - though I discovered too late how useful Hilda’s bracers were, which not only allow for both close and mid-range magic attacks but also let you drop arcane land mines, which were especially useful for dealing with primarily melee-centric monsters that inhabited these regions. The sword and shield, for instance - which counts as one weapon - lets you parry incoming attacks, leaving your opponent momentarily open to a counter, while the twin daggers allow you to make a long dash past (or sometimes through) nearby enemies. That’s not a bad thing, of course as someone who barely made it out of Limgrave in Elden Ring, I’m the last person to say a game needs to be hard to be a good time.Īs such, Asterigos’ combat system is relatively simple, but enjoyable: you can equip two magic-infused weapons, each of which has a unique ability in addition to its basic attack combo. The higher difficulty mode did feel notably different, with basic enemies introducing new tactics, and boss creatures definitely hit a lot harder-though even here, defeat was rare. Yes, dodge-rolling is important and taking enemies on one at a time seemed to be the best strategy to avoid losing any health, but aside from the last boss I ran into, I was hard-pressed to find myself being sent back to the last checkpoint-though that seemed to be demo-specific when a “this guy killed you - thanks for playing!” card showed up and the demo ended. However, that’s about as far as the KidSouls gimmick runs, it seems. ![]()
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