![]() Klaus used the conduit to split the world in 2 in the first place. Their explanation of the worlds merging and splitting made no sense. No mention of the conduit, CPUs, Klaus, Zanza? Nothing. What I really wanted was a much better explanation. After chapter 5 (took a day to let that settle in), the story kind of fizzled out. I've come to expect it with monolith games at this point but they really are an amalgam of what seems like a lot of exciting systems that are either not balanced or not fun. I'm not sure what they were thinking with the class system and am finding it simultaneously a hassle to continuously switch everything out and rebalance my team but also kind of boring to play even among the different classes since the "class roles" kind of make things play out the same way every time. I'm pretty over the battle system by this point. Characters are good but a little hard to relate to the perpetual 10-year old thing. The world was neat in the beginning but am not really having a good time exploring the empty environments for some token containers / corpses to send off and the hero quests are following a very predictable rhythm. I will see it through since it seems to be a big point in the story. I'm really losing enthusiasm at a little over the halfway point and I just started Chapter 5. I didn't hate everything about the ending but I was very disappointed. It didn't feel as connected as it should have been.Īnd so much more besides that. No mention of Conduit, Alvis, Trinity Processors (I know Pyra/Mythra core crystals are implied to be in the machine behind Nia), or really anything that connects the 2 worlds beyond Nia and Melia and a couple of small easter eggs in the ending. Might as well have gone with the 'it was all a dream' ending for all the importance it would have had If they used Origin to essentially reset the worlds to before they collide then that pretty much renders the entire story of the game irrelevant. Z was not adequately explained at all which led to fighting him being entirely anti-climactic because I simply didn't care and had no reason to What was the name Noah gave Lucky Seven? And why was it so important in the first place? Game was a 10/10 until the midpoint of chapter 6 and after that it was all downhill. While it may not be the harshest or most attractive opponent you’ll ever face, it’s certainly one of the most entertaining.Re posting this comment ad auto mod removed it due to bad spoiler tag. It’s because of this and the tough-but-fair gameplay that Mos Speedrun succeeds in the rapidly crowded genre. This is especially true when there are ten or 20 of you all racing against each other, each one dropping off with a mistake until you’re left alone, scared and confused in a new section of the level, knowing that one false move will make you merely just another ghost for a future you to beat. ![]() Mos Speedrun layers each attempt on top of the last as you play, transforming a simple platformer into a compulsive race against yourself. The pain of restarting the same level is massively reduced thanks to the aforementioned ghost images of your previous attempts. You die a lot during the 25 levels on offer, either through sheer ambition in going for coins that litter each stage or whilst rushing to complete a level in order to beat your best time. The levels, too, feel fairer than most of the game’s contemporaries, eschewing ridiculously harsh time limits and sudden plummets into spike traps in favour of a gentler learning curve. There’s no double-jumping, wall hops, or speed boosting here - you just hold the 'jump' button down to go higher and press 'left' and 'right' to go, well, you know. This reliability is in part down to the simplicity of the gameplay. Thankfully, the alternative - a typical three virtual button setup - works well and is tight enough to be reliable. I’m still not sure what on earth the main character is supposed to be - beetle, ladybug, a Mexican wrestler - and that’s after a good number of hours with the game.įirst impressions aren’t helped by the hateful default control scheme, which relies on pressing both sides of the screen to jump and frankly doesn’t work. Whereas the pixel-art style packs enough character to make it charming, the characters look like they’ve been drawn in paint. ![]() It has to be said, though, that first impressions aren’t exactly stunning. Mos Speedrun may be just a straightforward platformer at first glance, but there’s a competitive spirit running through the game that distinguishes it from the leagues of chiptune/pixel-art competitors. It's completely true - here I am, actively goading ghost images of my character in Mos Speedrun, laughing as they plow foolishly into a zombie, despite the fact they’re actually my previous dismal efforts at completing a level. Some athletes like to say that the greatest opponent you’ll ever face is yourself.
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