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Blade and Sword

But this game – in general, lying in the same genre as the previous one – is just for those who are not interested in reading a lot of story texts. Everything is simple – like in Diablo, like in Lionheart – this is a task or two, here is a direction, a march step to chop hordes of monsters. Here is the base / treatment / purchase / sale – here are uncharted lands for scouring and stripping. Everything is interconnected by a teleport system, there are even portable teleports using the beacon-return system, and even if you are killed, it’s nothing more than transferring you back to the base (and you can run away to take out your recent killers, since they’re not even restore). And saving is only at the exit from the game.

By the way, a lot of all sorts of indirect signs allow us to conclude that in this case we are playing a truncated single version of a certain multiplayer toy – either online initially, or in the near future. However, its Chinese (or somewhere from the same edges) roots are unlikely to allow us to easily enjoy the multi-user option (well, okay). It’s good to be a Chinese game developer 🙂 Billion potential users, competition is again simplified by cultural and political barriers 🙂

Blade and sword
The graphics, of course, are rustic by today’s standards. The choice in resolution between 640×480 and 800×600 is not quite what a modern gamer dreams of. However, the good news is that the developers didn’t get into 3D in which they had no experience (as Anito authors did with their ugly “3d-constructions”) – they simply and honestly drew everything with the good old isometry, with manual animation of the characters. It’s necessary to say that it’s done well – and if you can’t call the change of day and night and “sections of local illumination” spectacular, then at least the decorative objects are not bad, and the monsters in motion are not spectacular at all, if you are able to appreciate sound animation in the spirit of 16 -bit consoles. The main thing is that in general, it is not sick and is not perceived as cheap. And small details like a very readable mini-map or an excellently drawn global map just convince us that the traditions of classical gaming have not died, they are carefully preserved in the East.
But what really impressed me, for which the game is really worth a try – it’s a very nice combat system. Perhaps, not one more game fell into our hands where exactly such a “dynamic arcade slaughter on a mouse” would have been so coolly embodied. That is, there really was a concern for the fate of the buttons of your faithful rodent – often the fury of pressing becomes excessive when your virtual life depends on the outcome of the fight 🙂 The left button is responsible for moving when the click is on a flat surface, and it is for the attack if the cursor is moved on the enemy. The type of attack can be assigned – from a simple strike with a sword to the use of combat skills (spending Ki, that is, a local analogue of mana, which – as well as health, as well as “vigor” – is restored over time).
The right mouse button is assigned to a much wider range. For example, at the very beginning, a jump is assigned to it (and a sword strike to the left). And since the hero in the game can easily claim to be the “Chinese superman, grasshopper man”, jumping half a screen — we experienced a very unusual “experience”, then flying up to the enemies, then instantly retreating (the most important thing in the dump is not to be in surrounded). But the jump can be replaced – with the same physical attack, and a magic attack, and a “combo”, that is, with a special programmed on a separate screen sequence of any of the above actions (more advanced skills can combine rather interesting combinations). Moreover, the reassignment of the right button can occur dynamically – by pressing one corresponding key on the keyboard. That is, let’s say you jumped around a crowd of various reptiles – having killed most of the small ones and having exhausted your endurance reserves – you immediately switch to the combat Key skill with one button, and when its energy runs out, you can activate one of the throwing weapon slots of your choice there.
But even a hero can run fast, can make a block, and he still has some kind of magical energy, which we never got to using. The combat flexibility for a two-dimensionally drawn game in the Diablo style is actually unprecedented, and perhaps the pleasure of “working as a butcher” for this genre too. Not a serious fighting game, of course, but there is something to learn, there is where to practice – and so much so that even the multiplayer duel of two fighters here would make sense and interest.
All other role-playing components are clearly executed in a minimalistic mood, just to cover the corresponding needs of the player. There is a functional journal, a functional table of character characteristics and a skill development chart (four categories of three skills in each and each of them is pumped “deeper”: beginner-expert-master- …).

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