Eternal Chain Comment
Blog Andrew Joseph 28 Jan , 2025 0


Few games can capture the huge bosses who can catch the giant statue. At the best moment, this feels very special-just like when you grab the towering Titan to enjoy your dear life, freeze your hand to your body, so as not to be caught and thrown away. More hits before they had to be eager to try. Unfortunately, this delicious center is completed in the eternal chain between often leading to chaos and punishment, strange weather systems, and frequent repatriation of recurring physics of smaller enemies. The end result is an action RPG with a peak and low valley, but these valleys are still worth mentioning, and you can see the spectacular height it achieved.
The world of Eternal Strands is full of history and knowledge, but never try to hook it on me. It revolves around a warrior named Bollinger and her “weaving worker” band-since many years ago, this is a disaster in the arcane burning. These disasters have been avoided by the society. These disasters are called this. Disaster is called a wave many years ago. From the beginning, Bollinger and her weaving work have broken through a magic obstacle called “veil” and reached the flying land. Essence
Next is an unknown adventure, because Bollinger and the company investigated what happened, the reason for the surge and why the veil was established first. The biggest problem of this story is the rhythm. Its speed is very slow, and there are almost no major events or inspiration until roughly in the middle. Prior to this, when you explore some beautiful but quite angry places, complete the conventional extraction tasks and slowly pass the side pier. This is your weaving worker. This is just many of your ears.
Brin himself is very flattering, but it is a bit perfect in the conversation. She always seems to have the right answer, or know all the right words to say, which makes people feel boring.
Instead, what really stood out of the eternal chain is how the system behind various forces interacts with each other, so that some truly creative methods can be used to fight and explore. For example, one of your main abilities will produce an ice flow that can be used to freeze the enemy. Most games with ice -like power may be called one day, but in the eternal chain, there are also thermodynamics. This means that you can also use the ice wall to extinguish the fire, or create a ice road, so that you can calm down and prevent you from being damaged, or cool a metal armor on the enemy, so that it can make it crisp with your weapon. It is more than that, because the ice wall can also be used to connect two surfaces, so it can make the temporary bridge cross the huge gap, or the most impressive thing is to fix the huge enemy's arm or legs on the ground on the ground superior. This forces them to stop everything, so that they can pull out their limbs from the ice, let you climb up and enter one of their weaknesses.
Your other central force is long -range movement, which is less novel, but let us be a reality: it is not an interesting thing to pick up things from telecommunications and throw them away in video games. Similarly, there are other systems that can enhance its effectiveness. For example, a type of enemy has a magic shield that can absorb ice and fire, which makes your element spells invalid-that is, until you deliberately allow them to absorb away, then the remote letter grabs their shields, then throw it throw them Go back a powerful explosion.
These forces are really lifelike when you fight with the “great enemy” of one of your eternal stocks. These are roaming bosses fighting, getting the same number of inspiration from the shadow of the giant figure and the horizon series. Just like the shadow of the giant figure, you can expand these enemies freely when you try to move towards a specific weakness, and they will do everything possible to stop you. They will shake wildly, forcing you to tighten the grip to avoid losing all endurance; they will cast spells; if you are not moving, they will even reach out to take you.
These battles are very large because there are many ways to approach them. You can start with their legs, climb up the body to discover and reduce their weaknesses, and use the bow to hit those weaknesses from a distance. Use the spiritual movement to toss the ground in the environment to approach their shoulders, and the list continues.但是,真正酷的是,每个伟大的敌人都有与他们捆绑在一起的难题,如果您以非常特定的方式与他们作战,您将揭露其力量的基因座,然后您可以爬上并收获以Upgrade the power related to that battle. Alternatively, you can defeat them normally by exhausting your health, which will not make you an electricity upgrade, but it will bring you more rare handmade materials to upgrade the equipment. These battles are duplicated, so you never have to worry about missing one option and conducive to another choice, and you can choose the reward you want only by changing the battle method.
I really hope that there are more battles, because they are the best part of the eternal chain, but at least the nine great enemies here have a decent variety. There are traditional towering giants, four leg beasts and flying dragons, and even in these prototypes, there are no two battles. Unfortunately, the basic combat effect with smaller enemies is not effective. Very good, but also very ordinary. There are only two types of melee weapons (either a sword, a shield, or a sword). Except for the attack related to the new weapons produced, you will no longer learn any new attacks, and there are not many enemies of the enemy to consider campaign activities. for how long. Because of the above -mentioned utility of your strength, this is a blow, but I often find that I hope that the flexibility and creativity of traditional weapon battles are close to the same flexibility and creativity.
In the eternal chain of the first 10 hours, everything is great. Due to the stability of new enemies, locations, weapons, bosses, and strength, fighting and exploration have maintained a sense of freshness, although the later power does not match the fun or practicality of the two starting choices I mentioned. However, in the end, when you often send back to the front area to fight the same enemy and go to the same position, this pace will slow down, usually just to pick up the stuff or other simple task items.
Indeed, the journey of the previous place is not the same, because weather events can greatly change the way you explore and fight, but it is almost not very good. The flashing light freezes the entire horizontal frozen and frozen, which enhances the power of ice, but forced you to equip you with cold drug -resistant clothes or drink a special potion to avoid continuous damage; although drought is the same thing, you can only heat it. Wang Guo's wild and tear breathing use a very similar temperature system, but the biggest difference is that these games convey your hot/cold/cold/cold, and how much resistance you actually need to avoid damage.永恒的链使它成为一个猜测的游戏,让我不确定我需要穿多少物品,以便能够获得与只喝药水相同的好处,而您在早期游戏中只有一个,其中两个在中间,而最后三indivual.
As a result, I was afraid that a main task must be completed in weather activities. The flashing frozen is the worst, but because the ice bridge melted very quickly after the ice bridge was placed, the drought did not have much fun, which made each level pain. Then there was the Miasma incident. It just blocked some areas directly from some areas, forcing you to walk for a long time, and to punish them to fight with greater bosses, because they tend to throw you into those deaths in those deaths In the cloud.
Fortunately, in most cases, you will adventure in the clear sky, at least to explore the eternal chain world under these conditions. Just like the Zelda game mentioned earlier, exploring a lot of freedom-you can climb any surface, and like most surviving games, almost all content can be decomposed for making materials, so that you can truly pass it through it Open playgrounds to truly carve their own path. One disadvantage is no That Really find the motivation of secrets. If you really want to sneak into the legend, there will be hidden Shinies to unlock some background stories in the codes, but as far as the collection is concerned, it affects the gameplay. What you really find is the rare blueprint for making parts and new equipment. The blueprint is great. Don't misunderstand me, especially because these equipment have unique functions of armored parts and weapons, but I really want to find some upgrades to improve my health, endurance or real.
Instead, all these progress is tied with your equipment. You can restore the original state in the base camp by defeating the enemy, opening the box and destroying the environment. Then, you can gradually upgrade the gear by providing more process materials that you use to make, or use different materials to change the statistical reward and change the content you need to further upgrade.
If this sounds puzzling, that is, I really hope that this system is simpler, but its design method has at least some advantages. First of all, the equipment has never been out of date. Because of its relatively high and balanced basic statistics, even in the entire game, it is very useful. This can be re -introduced by using better production materials, and then more upgrades from there. However, if you plan to compete with a large boss who may be climbing, you may need to increase your endurance, so you can equip a set of armored kits to provide you with more maximum endurance. This is a system that benefits from multiple armor systems in different occasions, which is why there is no way to save different loads. You have to change each piece of armor separately each time.
These different armored choices can be viewed at least, and in general, the eternal chain is very pleasant on the eyes and ears. The artistic style is very colorful, and there are excellent character design around. No matter how much crazy fire and ice effect on the screen, it will run smoothly (and there is a lot of), There are also some great anime -style animations, which can interrupt the important moment of the story. Austin Wintory's soundtrack also hit all the correct notes, especially in the great enemy battle, which enhanced the action and made these actions more appropriate epic than life.