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Sometimes going right (or the equivalent example) will yield some extra experience or health, sometimes not. Go right: dead end, might as well go left”. It usually boils down to “You’ve got a choice of right or left. But don’t expect massively, sprawling dungeons either, this isn’t labelled as a dungeon crawler. They’re not strictly linear, whilst many do have corridor-like tendencies. In terms of exploration, which works alongside the combat, there isn’t much in the way of variety in its levels. Players are still encouraged to get stuck in and go toe-to-toe with big beasties and the corrupt church. The main tenet is “hit thing with sword”, so don’t expect different “builds” or whatnot. That being said, it’s not as in-depth as a Souls or JRPG. When you’re on a time schedule to get far enough in the game to formulate a review, you don’t want to mess around too much. For me, I focussed on upping Omen, my sword, to hit harder and get some health regens for doing so. But as always, with the right build and planning, a player can customise their hero to a degree. It’s pretty standard fare.Īs are the skills, ranging from the usual hack-and-slash affair: special attack cooldowns, health regeneration and such. These accumulate in bars that become skill points, which in turn can “buy” skills. This is achieved the usual way: hit things, get experience points. For one, a skill/experience system that evolves over time. Whilst the combat is akin to Alundra and the like, it isn’t shy about incorporating modern stylings. It’s retro, which isn’t always a bad thing, yet it still holds some modern trappings as well.
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It’s not entirely original, given the abundance of references I’ve used so far, but then, it doesn’t have to be.
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Killing these beasties will relinquish a colour-coded piece of the hero, thus weakening The Hand’s grip on proceedings. There’s also ruins, dilapidated buildings and some grotesqueries that wouldn’t look out of place in Blasphemous to explore too.Įach of these, like a Soul Reaver title, hold a boss that has what we want.
STOLEN REALM SKILLS FULL
The first (that I went to at least, I don’t know if you can tackle in any order) was an old subway full of spiders. This is achieved by leaving Samedi’s little realm and venturing into hostile biomes. This unlocks a sealed door that holds the endgame, naturally.
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Armed with sword, quick wits and some special attacks, the nameless has to battle through several dungeons to reclaim pieces of him stolen by The Hand. A top-down hack and slash is essentially that. But if you’re not a relic of the past like me, harbouring old game knowledge, allow me to bring you up to speed. A Reaver of Souls, If You WillĪs far as gameplay goes, I’ve essentially summarised it already. Crafting a sword from his heart and binding the hero to his services, Samedi sets the undead-ish hero on a mission to expose the church and its wrongdoings. But narrative and fate have something else in mind, as the enigmatic Samedi (presumably of Baron fame) resurrects the poor fellow. Struck down whilst opposing the sacrifice, our nameless protagonist is felled and left upon a corpse pile. It’s when our hero’s child gets taken that things become amiss. Every year, a child is sacrificed to the church surrounding The Hand, on the proviso that it and its Solar Knights keep everyone relatively safe. Well, unless you want to be a hipster and compare it to Altered Beast or something.Īs it goes, the population in There Is No Light live subterranean lives, worshipping something called The Hand. But then, when you’re a nameless protagonist who rises from the dead near the beginning, it’s difficult. Oh Well, Up You GetĪs I mentioned in my No Place For Bravery review, it’s hard not to make initial comparisons to FromSoftware’s prize-winning breed of game. But it retains that visual style of old, the Zelda’s and Secret of Evermore’s that paved the way.īut ultimately, can it hold a candle to both its predecessors and modern day counterparts? Or is it doomed to fade to black like so many that grace Steam? Let’s shed some light on it, shall we? You’ve Died. There Is No Light is dark (as the name suggests), has quick-fire combat and a stats-and-skills system akin to modern offerings. So, as time moves forward, storytelling progresses but the mechanics stay the same. Did I understand the dark tales and undercurrents in them? Absolutely not, but the gameplay was great. I grew up in the SNES’ heyday, with top-down hack and slash/adventure games leading the way. I just happen to have a particular style of game that I like, something that There Is No Light fits into like a Tetromino. Let it not be said that I am easily pleased when it comes to retro games. An adventure game inspired by games of old, does There Is No Light shine a light on the top-down, retro genre? The Finger Guns review:
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