Yeah, the name I made up is bad, but you understand me. Summum Aeterna has found its window of opportunity in this reality, and has taken advantage of it. All the uncertainty is condensed in the weapons that you will have or how the enemies are ordered in the next run. It is difficult to find in titles like Hades or The Binding of Isaac many secrets through exploration, alternative routes or surprises in the form of unexpected encounters, which are typical things in adventures. They want you to die and repeat, and they eliminate everything that does not lead to this. Enemies, a map and a boss at the end appear in the photo, but they are titles obsessed with their systems. That is to say, if you see a photo of one of them, they pretend it, they look cool. Typically, these rogue combat, die, repeat, combat, die, repeat video games are just adventures on the surface. I liked the game because it is not just a rogueliteis also a traditional adventure full of surprises, secrets and mysteries to solve. In my opinion, the key is that it has achieved a curious balance, one that is not reached by chance and that shows that the people at Aeterna Game Studio have muscle and brains. So, what is so special about Summum Aeterna that you have become so fond of it? I’m not particularly a fan of roguelites, and a zillion very interesting AAA games have come out in August that, supposedly, should have kept me away from this game. I’ve been with it since mid-August and I’ve ended up playing it for a little bit every day. Summum Aeterna It has been a surprise for me.
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