type-gezor-gibrid-sekiro-i-bloodborn-a-s-nivnoy-willed-mutagenesis-thyme-1

Type Review: Sekiro Hybrid and BloodBorn-A with clearly expressed mutagenesis- Thymesia

Hello with you in touch Darkar Mentem, and today I want to tell you about the project that I tried to cross the mechanics of two standard games in the same Souls-Like genre for them. A project that was supposed to be something new in the genre, but at the same time not to change the traditions of the genre. This is Thymesia.

Thymesia is a game in the Souls-Like genre, with a 3rd person view. Released in 2022, the publisher was TEAM 17, developed by Overborder Studio Studio. The game is a single project, with a bias in the study of the world and the thawing of the combat system inherent in the genre.

Gameplaino Thymesia is a purebred Souls-Lik with a bias on certain mechanics borrowed from genre neighbors. The game has a slightly modified battle system, due to some gemple restrictions. A character under the control of a player, Corvus, has a restriction on weapons. Namely, the player uses only the weapon that he has from the very beginning. This is a saber with a knife for physical.attacks and “claw” for damage to “wounds” and theft of abilities, “feathers” blades for distance attacks and a bottle of health potions (in 3 variations). Corvus talents can also be added to this arsenal, such as the detour and parrying. With pumping a character, already in a classic way for the genre, Corvus will receive new talents. Such as active (hp for executions, additional. Parrying of non -blocked attacks, changes in the attacks of “claw”), and passive (more energy -replenishment, increase in damage and armor values ​​of both temporary and constant, more wrapping window).

And here is an analogue “BoneFire”, which looks like a wooden chair with a lamp.

Corvus, unlike his brothers in the genre, does not have a wide variety in characteristics.

But the tree of skills is felt as fragmented as possible and uncomfortable, both in terms of functionality and visually.

I must also say about the system of damage. She https://vegasmoose.co.uk/ is also a little modified here. The player inflicts damage to the enemy CP with blades and hangs on the effect of RAS on the percentage of health. This effect must either be removed by a blade, which is less efficient, or with the second weapon “claws”, which is not damaged by CP, but inflicts increased damage to the “wounds”. And to win any enemy in the game, you need to mix these two methods for applying maximum damage. The second feature of the “claw” also helps to achieve this goal. Namely the abduction of ability. The player has the opportunity to take the ability of any enemy to adenoid use and use it as he wants. Also, after sufficient abductions of abilities, they can be taken for their own use as the ability, spending energy on it already. The player will advance around the world consisting of three locations, and their various variations, which will be for a particular mission. But in what scenery the player will need to advance in the world Thymesia?

This is a question about graphics and design. And I’ll start with the technical part of the picture. The game is made on the Unreal Engen engine, which immediately makes it clear in a completely bad picture and the quality of effects on the screen. But here is the design and structure. Let’s start with the fact that the game cannot decide on temporary stylistics that it is. Here with medieval soldiers are elevators of the industrial era, and in the hub you can find an almost modern laboratory with chemicals. Plus the design of Corvus and some opponents is not a double reference to the design of such a game as Bloodborne. Perhaps someone will say, “inspired”. Maybe. But this is what they certainly could not be inspired by this is the structure of levels and the design of the bosses. The level is a winding line with rare branches that lead either to a dead end or to open a short track. And there is no interesting to speak any interesting multi-level system at least because at the locations you have to engage in unprofitable backstares to collect key objects for additional ending. Well, at the end of us there will be 1 out of 8 bosses.

And here is a couple from the team who will resist the player. 1 The owner of all this vomit circus is stupid

2. I do not understand what the gallows and the crowned person on this semblance of wyverns and the prince of demons, but – the hanged queen,

3. What to call a knight with dog habits, but not a wolf because it’s trite for sure – Varg

Both in terms of appearance and attacks. In the best occasion, their design is either not remembered, or remind the player any raincent. In the worst occasion, the question will be asked, but how they could miss this and where the publisher looked? (Well, seriously, I saw 3 bosses models in free asses, and they differ only by reproach).

Well, maybe in terms of sounds there are gaps? And, and no. The sounds of the environment, character and opponents are made at a fairly high level. The clang was thumb, stomp, sounding and just fighting allow you to feel and hear the impact from both their blows and from enemy blows. And the sound of parrying in long combination in general sounds like a melody that is lost thanks to the player’s efforts. On another country, we have a good soundtrack written by the composer – Ben Ridge.

Ben Ridge, in tandem with Taiva composers, CJ Kao and Yen-Ming Huang wrote about 15 compositions for Thymesia, most of them are an emboss, and a couple of a good orchestral composition

The soundtrack can be divided into conditionally two categories – an empire with a violin on location, and a choir with an orchestra on the bosses. And although the soundtrack in isolation from the game sounds monumentally and majestically, in the game itself you can hardly hear part of it. And the reason is banal simple. During the battles, when the main soundtrack sounds, the player will have neither the time nor the opportunity not to enjoy the as a glass, but even to listen. Formal chaos will be created on the screen and in the speakers, which will not let the player be distracted by anything but to battle. Well, in turn, the music is not properly reduced to such a dynamics from the word completely. For example. During the battle with the Boss, Odur is simply playing an amazing accompaniment, reminiscent of the melody of a circus or fair, but due to the fact that the battle with the boss can drag out (the first full boss in the game after all), the composition manages to end and start again at least one, or even twice, while it is lost entirely. But it happens that the composition really does not have time to play out, and the battle is already finished as an example with the boss “Varg”. During the battle, it seems that not a full -fledged composition plays like the rest of the bosses, but the embibian. And only then, when you overdry tracks, you realize that you simply did not tolerate when the track begins to open. Of course this is a trifle, but still you could make a little better.

What else could be done better, although it is already good is the plot. I’ll tell you a brief tie. There is a certain state built on the branches of a huge tree in which there is an outbreak of a non -led disease that turns people into distraught monsters. And there are two sisters who are the princesses of this state who are looking for a cure for this misfortune with their faithful knights. For one of these knights (corvus) the player will be given management. The plot begins with the fact that our brave knight returned to his royal person by finding a certain alchemical formula and components for it. But as they say, there is one nuance. Our brave warrior does not remember the formula and what components you need to mix. Therefore, he needs to recall all the events foreshadowing the finding of this formula than the player will do. Living in the memory of Corvus and events that will lead to one of the 5 finals.

This is the basis of the plot, well, all that is spinning around it will be served already familiar to Souls-Like. That is, notes (although earlier in the genre it was a description from the objects of the arsenal). And as a result, it is even interesting to observe the denouement of history and if it was even more authentic, it may be able to sufficiently reveal both the main characters and secondary ones. But unfortunately, the plot does not get the duration.

After her start, Thimesia met both laudatory reviews from players and severe criticism from the Souls-Like genre veterans. According to estimates, the game received quite restrained positive grades both from critics (70) and players (7.5) At the time of writing the article, further support of the product remains foggy. There were no news from the developers, roadmaps and patches with the addition of content in the future. Which suggests that the game will be supported by the maximum only technically and not more. But there is no 100% guarantee for this, so the game can still surprise players in the future.

Conclusion: Thimesia is a very strange and to some extent the wrong product. Except as the next clone Dark Souls is not, as you can’t call it. And even in this vein, the game is just given by a giant head start such as games as, Lord of the Fallen, Hellpoint and Mortal Shell. As an entrance to the genre, it does not fit since it is overloaded with mechanics, has a very unbalanced complexity curve, in the later stages it suffers from the pumping of the character and the absence of at least any post of gaming content to implement the player’s skill testing. And as a game for veterans or knowing the genre, the game will be as boring and fresh as possible. There are no fundamentally other tactics of passage, there are no challenges who can give a game, whether vanilla content or any complexity modifier. And when mastering only one mechanics, the parcel, we can assume that you have passed the game. Also, do not forget about the duration of the game and the amount of the same content (8 bosses and 4 hours for the first passage, and 48 minutes per repeated, this is very little) and okay due to quantity, the quality would be better. But no, all the gaming time is the most dull and unforgettable wire time. I categorically do not recommend this game to buy and pass for both beginners and fans of the genre. And for those and for others there are much interesting options with a much better gamer, music, picture, and t. D. And with you was Darkar Mentem Comment, criticize and just write, and if possible I will answer. Before communication.

This entry was posted in Review. Bookmark the permalink.

Leave a Reply

Your email address will not be published. Required fields are marked *