Truly exceptional games don't just appeal to their audience, David Gaider says, they expand it.

Turn based Dark Souls combat? Well now I gotta check it out to see how that weird arrangement of words works.

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I would not describe the combat as having anything in common with Dark Souls.

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A lot of people use that to mean “slightly harder than tic tac toe”

The “souls like” tag on Steam is meaningless because all a game needs to have a billion people add that tag is “you respawn when you die” or “quest design is slightly obtuse on purpose.”

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It’s the dungeon design that’s most like Dark Souls. Encounters are a bit taxing, and there’s a bonfire-like checkpoint system that similarly respawns enemies and recharges your equivalent of estus flasks. It’s fairly generous, but there are a few stretches (especially in the side content) where you’ll have to evade combat or avoid damage enough to make it through all the encounters.

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“Thrown into weird world of shit that kills you”

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I’ve heard it described as basically:

What if we made a game with the core concept of Final Fantasy X-2, but with our own story and characters and expanded upon the gameplay?

I haven’t played it, but afaik, its jrpg style combat based around your team of 3, but there’s a lot more involved timed and reaction based elements to the gameplay… its not as static as an old school jrpg like earlier versions of Final Fantasy, but its also not quite as invovled as the even more complex and dynamic FF7 Rebirth gameplay system.

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