Kitaria fables silver ore1/7/2024 A stronger sword makes combat much less grindy, and a new spell even more so. I mean the in-game rewards are pretty great too. Sure, it all felt like work but a job well done can often be its own reward. The reason for this is that despite an immense amount of grinding usually being a bad thing in games, I left each successfully completed grind immensely satisfied. You might recall at the beginning of this review that I called myself, and potentially you, a couple of weirdos. Of course, you can unlock new spells that do slightly different things, but that is one of the Kitaria Fables’ many grind-filled flaws. Reducing enemies to their glowing hitboxes makes them all feel incredibly similar, and there isn’t any strategy or depth to the fights. You have the same three-hit basic attack and a few different spells for the entire game. Having the world constantly flash not only reminds you that you’re playing with a bunch of ones and zeroes, but the combat quickly devolves into staring at the floor rather than engaging with the enemies.Įven if there weren’t giant warnings of impending damage, the combat, as is, would still get old quickly. Sure, it’s nice to know where you shouldn’t be standing, but that’s kind of what the animations are for. While part of me appreciates this approach, it kills immersion. Every single enemy attack is telegraphed through their animations and in shining cones or lines on the ground. Combat happens in real time, and you must swing a sword or cast spells in order to defeat your foes. More importantly, however, the enemy attacks are easy to read because your sole line of defense is rolling out of the way.
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