If you’re not tired of this type of gameplay yet, it’s fun.
After trying Martial Survival, I became skeptical of the so-called point-and-click type of SurvivorLike. Its less than meat-pigeon flavored experience left me in desperate need of a traditionalist SurvivorLike for a thorough brain massage.
Guardian’s Souls was my choice this time around, due to its uncanny proximity to the Grandmaster’s art style and gimmicky character designs.
After all, there’s really not much to discuss about the formulaic framework of Survivor Like, so we’ll just have to break down the characters and genres and see what tricks the gameplay fills within the framework.
In this regard, Guardian Souls is looming as a PLUS release.
It’s not that it’s a step up from its predecessor, but it’s a game that gives a lot of heart to its content Instead of unlocking characters and unlocking new weapons, Guardian Souls gives each character a completely separate skill pool, which makes for a very different experience from character to character.
For example, the necromancer can use the bones of the enemy to summon an army of skeletons, the boxing monk can collect gas to cast the necessary killing techniques, and the god of martial arts can consume HP to obtain gain BUFF. each character’s skills are closely related to its characteristics, and changing a character is a complete change of a set of modules, so that there will not be a homogenization of the experience of playing a character that is a flying sword and garlic.
In the past, I used to joke that in similar games, I would always use different characters to match the same genre. Guardian’s Souls, on the other hand, has done away with the weapon system and replaced it with a separate skill system.
Soul Stone Survivor has a similar design, but it’s also a public skill pool, so it’s essentially the same as Grandmaster. Only Guardian’s Souls, on the other hand, is able to implement each character on an individual basis, so that there is no longer just a difference in attribute values between characters.
It’s worth noting that Guardian’s Souls’ individual skill pools aren’t a superficial gimmick, but rather a fun design that incorporates ingenuity and is a great idea that deserves its own mention, as it’s highly aligned with the character’s fictional layer.
Take the necromancer, for example; it’s not the stereotypical staff and black robes; you’ll recognize the large meteor hammer at first glance. To use this weapon, the player needs to input a directional command to make it swing, and the wielded meteor hammer will only deal collision damage.
That’s interesting isn’t it? But what about the necromancer’s summons? If you want to summon an army of skeletons, you’ll need skeletons as a material, so where do you go if you don’t kill the enemy?
This makes the Meteor Hammer, which only seems to be connected to the Necromancer’s backstory, the starting condition for the summoning stream Use the Meteor Hammer to kill the first wave of enemies, then summon the Skeleton Soldiers, and then you can carry on the cycle of killing and manufacturing. Even if there is a misstep in the corpse-making process, the player still has the meteor hammer to cover their bases without triggering the philosophical problem of the chicken before the egg.
But that’s not all, Guardian’s Soul also gives the necromancer more than two schools of skill. In addition to the summoning stream, there is also a spell stream, and even a physical stream The summoning stream can sacrifice character attributes to provide gains for skeletons, the spell stream can cast AOE strikes out of thin air, and the physical stream is the evil set that focuses on the Meteor Hammer, which also has a separate set of BD options.
The most sincere performance of the Guardian’s Soul is that each character has the same design treatment, they all have a set of their own special mechanism, multiple sets of either evil or misbehaving schools to choose from.
For example, the archer’s natural skill is creating traps, and the unique mechanic is Kite Mode In Kite Mode, the player’s facing direction is reversed from the commanded direction, which allows the player to move left while shooting right in Survivor Like.
Additionally, the archer has a summoning stream skill pool. However, she does not need starting materials to fight alongside the Jungle Wolf.
Another character that I personally like is the Fist Monk, whose core passive skills are South Fist and North Leg, and you can tell what schools of thought the character has just by hearing the skill names.
Of course, players can also juggle all the schools, or even expand into new schools from outside talents.
In contrast to the purely numerical upgrades of similar games, Guardian’s Souls introduces a separate talent tree for characters, which is equivalent to a character’s proficiency, and which gives the game its replay value. For example, an archer can unlock melee attacks, a monk can unlock the Shadow school, and a necromancer can further enhance the strength of the melee school.
However, while this system increases the fun of the game, it also increases the time commitment of the game If there is not enough outside talent to support it, the character in the hands of the player may just be disabled, and even many genres can not be attempted.
This also adds a bit of negativity to the flow experience When you discover a new genre, you have to invest time in unlocking Outside Growth. But out-of-bounds growth doesn’t happen overnight, and players will then need to try many handles of disabled until the character is skilled enough for the character to become fully fledged.
Until then, the player may get bored and tired of the character and throw him in the trash before he is fully fleshed out, which is clearly contrary to the developer’s original intent.
To offset the boredom during the out-of-game growth unlocking period, Guardian Souls tries to fill the framework of SurvivorLike with some side content Randomly triggered curses Trials Merchants, as well as a series of side quests that serve the flow of the gameplay.
There are four maps in total, and different maps have different triggered side quests, which alleviates the tedium of repeated play to a certain extent.
Amusingly, the game also features anthropomorphic treasure chest monsters, which often surprise the developing player.
The anthropomorphic monsters will definitely remind you of another game series, the great Souls.
In fact, Guardian Souls does have a very Souls-esque feel to it, with the game having the same visual effects as Souls in terms of monster styling, character traits, and the triggering of various special events You can see in the lower left corner that the character has the iconic Elemental Bottle.
However, Guardian Souls’ imitation of the Souls is limited to the visual and interactive design language, and the gameplay doesn’t incorporate many of the Souls’ elements, which makes the game a bit of an end-all-be-all.
For example, death penalties, difficulty, gates, corner love, etc., these dregs are completely absent.
Although Souls has become a trendy little item in the indie game world, the developers have a clear self-definition. So the use of Souls elements within the game doesn’t make you feel awkward, but rather little eggs that often make Souls players smile.
For example, during the game, a special boss will be randomly triggered to join the battle, which is different from the regular boss, dressed in red and acts like a player, and will also take blood vials when it is bleeding.
If the player successfully kills the special boss, the iconic Tips intruder is defeated will appear on the screen.
The presence of these designs makes Guardian Souls a Survivor Like in the skin of Souls, with a fairly mature gameplay model and some unique designs that incorporate ingenuity, the overall experience of the game is quite good. Incidentally, the music in Guardian’s Souls is very much to my liking, with a quality that is on par with the Rockman series, and a dynamic soundtrack that matches the 16-bit pixel graphics.
Unfortunately, Guardian Souls’ progression is a bit plain, and while each character is differentiated and has a separate skill pool, the skills themselves lack progression, such as grandmaster fusion. Genre choices are also very vague as a result, or playing anything is vastly different.
This makes the game lean more towards clean-cut action, as it has dodging and an assortment of skill sets, but it’s a little less impressive in terms of chemistry, with most of the secondary mechanics being straightforward numerical additions and subtractions.
However, the game’s low price tag will make all of these shortcomings acceptable. If you’re a big fan of SurvivorLike, then Guardian Souls is pure flavor with a lot of different highlights from its granddaddy, which will make it new and interesting for players.
If you’re still a Souls fan, then this is the perfect Survivor Like for you.
3DM Rating 7 5
Pros.
Dynamic game music
Ingenious character design
Rich triggering events
not enough
Lack of expansion in streaming gameplay
Ambiguity in text description
More out-of-bounds unlocks
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