A regra de 2 minutos para 33 Immortals Gameplay
revealed a surprising amount of depth for what could first appear to be a simple action-roguelike. And there’s so much more for me to see: What’s the Ascension Battle like? How hard is it to face down Lucifer?
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.
Once raids start, players can fan out and proceed either alone or with others as they vie to take down hellish monsters and acquire treasures, heals, and powerups in order to clear the raid. Destroy enough monsters, reach the biome’s boss, and slay it to move onto the next.
Returning here always had me cursing my death at first but then being excited to find out what I could unlock with my character using everything I had accomplished during the run. This involves unlocking more perk slots, upgrading them, handing in quests, wishing for certain boons that may appear in the next run, and noting future goals to strike towards
Dodging enemy attacks is a massive factor in a game like this, akin to a bullet-hell title at points, so this is a big win in my book for better situation readability.
The game’s dependence on teamwork is a double-edged sword—success feels earned, but failure can often be out of your control.
Once all of the Torture Chambers are defeated, holy fire spreads across Inferno, pushing players into one of three ascension spots designed for 11 fighters each.
With so many random players on the map at any time, it’s easy to feel like your small mistakes aren’t spotted, while your successes are clear for all to see, and even participate in.
rss instagram x facebook youtube Log in
Nearby, Charon manages cosmetics, all currently unlockable for free using cosmetic tokens found in runs. To the north, Beatrice grants you Feats, which unlock new gameplay features, 33 Immortals Gameplay while the eight Weapon Altars around her will let you pick which one you want to defy divine judgement with.
Or like with Daggers of Greed, you generate ‘Greed’ off enemy hits; the amount of ‘Greed’ you build up determines the amount of damage you’re able to inflict with a takedown attack.
The available content isn’t a small amount, but feels just a little underwhelming when there’s promises being made for more things that are coming in a few months’ time. A small delay could have meant shipping the game with at least the missing options menu items.
Then there’s the lack of real coordination tools. With no voice or text chat, you’re left to hope your team naturally understands the plan—which they often don’t—or rely on emoticons to direct those around you. Even if the emote wheel has arrows and objective’s icons, most of the time players won’t follow them.
Then there’s the one-man army. The ultimate dude who has min-maxed his build, got the perfect rolls during the run, and wants to get through the boss with or without his team. I saw all variations of these through my brief time with the game.