UMA ANáLISE DE 33 IMMORTALS GAMEPLAY

Uma análise de 33 Immortals Gameplay

Uma análise de 33 Immortals Gameplay

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Leaning on one another’s skills and class abilities to unleash a balanced attack against waves of monsters is a key to success.

While the primary objective is to ascend from Hell and confront Lucifer, you need to upgrade your character with temporary powerups and perks to even stand a chance.

was conducted on a pre-release copy of the Xbox version provided by the developer and Microsoft. The game was played on a Windows PC.

, is pelo different – unless its 'fighting to get out of the circles of hell' theme is somehow weirdly connected to Spiritfarer

Each of these weapons have a primary and secondary attack that rely on you inflicting damage on enemies to build up their respective gauges.

A unique boss duo awaits at the end of Purgatory too, while the upcoming dungeon set in heaven should deliver the final fight against God for those who are worthy.

enters the fight with simple but rewarding combat-favoring groups of allies, a tight gameplay loop to keep coming back, fantastically balanced maps for cooperative play, and a simple but highly readable graphics style. The game does a lot of things well, but there’s also a lot of promises being made, especially for things that should be staple for new games such as controls remapping.

The above-mentioned Dark Woods is a staging ground outside the realm of Inferno, free of enemies, and where you’ll be able to upgrade your Soul for its next run by speaking to some notable literary characters.

33 souls who are damned for hell have taken a defiant stand against the judgement God has placed upon them, and now seek to rally together through several stages of hell in order to defy fate and become 33 Immortals. Players will join massive ongoing raids of up to 33 players with their chosen weapons, abilities, and upgrades to loot God’s domain, grow even more powerful, and kill God itself.

. Multiplayer games live and die by their playerbases, and releasing a cooperation play-focused indie game that wants 33 players in each session is a tough ask even in the short-term unless the title simply blows up across the current gaming landscape.

Judging from what I could experience in Hell at least, the developer has experimented and almost perfected the formula to keep the action flowing and make the map exploration-worthy.

Meanwhile, dying means becoming a pinprick of light that another player can find and revive before a timer runs out. Coming back into the fight is always a good time. However, returning like this cuts down the health bar by quite a margin. Dying in this reduced 33 Immortals Gameplay state means it’s a trip straight back to the Dark Woods.

I had good luck defeating Torture Chambers with just three or four fighters Completa, but six was always welcome, hence my eventual shepherding. I also ended up prioritizing keys when shopping at the Bone Shrines scattered around Inferno because, dang it, I love unlocking chests.

A perk that reduces the cooldown of the dash by one second was one of my absolute favorites to randomly find, this made the game feel more agile and reactive, where I can be an aggressive force in the battlefield instead of being on the defensive so much and saving my dodge for later. Instances where I had this perk was also when I progressed the furthest in the final boss fight. Going back to the standard 2 second dodge cooldown in later runs felt like such a downgrade, making the gameplay feel noticeably slower and less responsive compared to when I had the perk.

S to reach even more players.

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