I missed a side quest and the character died lmao. I think it’s pretty neat that quests seem missable, makes the game more replayable, however I’d like a cleaner map and a better quest log
While you can theoretically get a 100% clear and all achievements run in Phantom Blade Zero, the amount of missable content for quests or other as well as a point of no return after the 2nd chapter is a bit rough.
I'm missing on a 10% HP bonus because I didn't do a certain mechanic right and didn't even have the quest in the first palce til like the 30 hour mark.....
If you're struggling to beat Dusk in Phantom Blade 0, here is something that might help you:
🔸Equip and upgrade Kuye Temple Prayer Beads
🔸Use the beads when Dusk summons the puppets for the first time
🔸Next time Dusk summons the puppets keep them alive. Don't attack them instead, focus on hitting Dusk. This way Dusk won't create a clone of himself
🔸Keep hitting him until he's finally down
@Garyttv_ I don’t like comparing it to souls but it does take a lot of influence from those games, I would have liked the option to not have the summon. I probably missed some lore dumping but I feel like I shouldn’t be forced into it one way or the other while getting the flowers
@avg_burner_acct Trying to explore which is one of the foundations this game is marketed on. Wondering around in an empty space your not incentivized to back track when the game clearly wants you to
The combat is doesn’t have a rhyme or reason, you’re just parrying boss attacks until their guard broken, mash square until their guard replenishes, rinse and repeat for every boss. The phantom edge weapons don’t seem relevant in combat only useful to proceed the game,
@Thesupersabby Explain how it's an incoherent mess.
Right, you can't because you're just yapping out your unwashed ass for twitter engagement. Lovely twitter performance.
@avg_burner_acct Every game takes place over the course of a few days lmao. Enemies respawn. I don’t think it would be a big of a deal if it was a linear game where you can’t go backwards. I don’t think it’s a bad choice inherently just a bad choice how it’s utilized here
Removes resource management because yoo get rewarded for just getting there and dying. You’re eventually going to get through it. Then you add in the imbalance of combat every boss is just reduced to parry, guard break, mash attack repeat so the combat becomes formulaic.
Let me try this with logic, the game strips away the thrill of victory and the agony of defeat. When you have bosses stay in the phase that they are in every time you die. You inherently know you just have to get to the next step, die and repeat. That fundamentally removes
@Thesupersabby@Str8_FactsB So logic and sensibility would say the issue lies with you and not the game.
Typical low brow to just blame the game instead of your own sensibility.
@squid1da I will agree, but I also think it’s just hard because it throws everything at you. It’s artificially hard. Every time I died I never felt like was progressing with a pattern. Success doesn’t feel replicable which is why I think they don’t have bosses start in phase 1 when you die
@iAmKiiNGDReW I think it would have been better if it’s something similar to a souls thing with an option. Tying the summon behind just playing the game and getting the upgrade but punish me by making the boss easier is a poor choice. Why would I not want to pick the upgrade up?
In the game if enemies don’t respawn. I think the game would have been better off in a smaller space more linear with the design choices that they went with.
The game is supposed to be all about action but the majority of the time you’re just walking through empty space because enemies don’t respawn. This also hurts exploration because there is nothing their for the player to do, would have been interesting to see more platforming