OS PRINCíPIOS BáSICOS DE THE FIRST BERSERKER: KHAZAN

Os Princípios Básicos de The First Berserker: Khazan

Os Princípios Básicos de The First Berserker: Khazan

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" you ask. Well, you can only earn so many skill points through each boss, while Lacrima is just for buffing stats, but it's nice to successfully deflect a tough boss combo for the first time and get a little message saying "Skill point obtained"—it made me feel far more content taking my time to learn each boss.

24 do marçeste de 2025 por André Custodio À medida que a comunidade souls Vive Ainda mais viúva utilizando a falta de novos Dark Souls e com o abandono do Bloodborne, seus olhares se voltam de modo a ESTES títulos originais qual vêm dando as caras nos últimos anos.

Quem gosta por um souslike mais “tradicional” provavelmente não vai apreciar tanto este fato por de que não há um Bastante mapa interconectado de modo a explorar.

Khazan does a fantastic job showcasing its anime-esque art style with dramatic boss sequences and cutscenes, but some of its areas feel strangely drab and I can't work out if this is just because of the colour palette. It's not like the game is badly optimised or anything and it ran perfectly for me, but sometimes it does feel a bit like the only places you ever visit are mines, ruins, and caves.

A reviravolta que temos pelo meio da história era extremamente esperada e a única maneira dela continuar, tornando tudo previsível demais e desprovido criatividade no roteiro.

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The First Berserker: Khazan is a cel-shaded soulslike set in The First Berserker: Khazan the long-running Dungeon Fighter Online universe. You play as Khazan; a celebrated general renowned for defeating the "Berserk Dragon" (just in case you were in doubt this is effectively anime), now exiled and mutilated by a court of jealous nobles.

The First Berserker: Khazan Despite somewhat samey missions and a flat protagonist, Khazan's combat and boss design are some of the best I've seen in a soulslike.

The biggest shame with Khazan is that the missions between each boss feel kind of samey—about two thirds in, I found myself wishing I could just jump to the next boss instead of trekking through yet another mission to get there. I definitely appreciate Khazan not perpetuating the genre's worst tendencies; putting hidden dogs around every corner and enemies who constantly push you off ledges—cough cough Lords of the Fallen.

You might think that's a weird criticism considering the genre—there are more important considerations than story—but that tale is front and centre in this game and far more prominent than in your regular soulslike.

Isso faz parecer de que parte do progresso foi jogado no lixo e honestamente não entendi essa decisão do “resetar” certas coisas do mapa após sair dele.

Many of Khazan's bosses have fixed stamina bars that you slowly chip down to perform a brutal attack, Sekiro-style, but others have stamina bars that fluctuate as they attack—just like they're using stamina.

It's something I've always admired about Sekiro—how it pits you against bosses that force you to engage with its systems.

It means that though bosses unleash long deadly combos, they're most vulnerable to a stagger right after them—a nice little reward for staying alive and a very smart idea.

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