Nonetheless, the powers that you have got are more than enough already and really make you feel just as powerful as if you could fly. While in the other two campaigns Specter Knight as the final boss was actually able to fly, this is one power you don’t have in Specter of Torment (at least not at the beginning). But I think that the three I’ve mentioned are the most important overall playing through the levels, which - just as in Plague of Shadows - have once again been greatly reworked to fit Specter Knights gameplay. There are also one or two more basic abilities, like sliding, which was shown off in game trailers and is used to break up the levels a bit. Which is not quite another strength of Specter Knight (jumping on enemies will only get yourself hurt), but another interesting mechanic to keep in mind and that’s of course also greatly incorporated in the level designs. Lastly, Specter Knights adds damage to the ground below him when jumping from it, with sand blocks and the like disappearing when you were standing on them when jumping or rocks disappearing after 3 jumps. This is the other important movement mechanic of Specter Knight and along with the scythe abilities and with special walls that cannot be climbed scattered all around every level really also already the greatest part of what makes up the platforming challenge and experience in Specter of Torment. Secondly, Specter Knight can climb walls for a short period of time and perform wall jumps. This is especially also an important aspect of Specter Knight’s movement, as the player can gain height performing this slice attack and it can also be used to quickly overcome long pits, with multiple enemies to slice through, or other hurdles. First and most notably of which is his scythe, which can not only be swung when standing on the ground to hit nearby enemies, very similar to Shovel Knight's shovel, but much more importantly when jumping it automatically targets nearby enemies and other objects, like lamps, and let’s the player quickly slice through them diagonally when attacking. Specter Knight’s play style is defined by three main aspects. And yet, Specter of Torment also changes much more things up and introduces much more new to the series than the first DLC campaign did.īefore I’m going to write a bit more about the story and what I mean with much more new, I want to start by explaining how the gameplay works in Specter of Torment.Īfter having navigated through intense levels with a shovel as Shovel Knight and worked your way through the game with the tricky arsenal of bombs of Plague Knight, this time around you’re playing as Specter Knight, who was the boss in one of the earlier levels in the main game. The same still at first confusing control scheme with pressing B to accept on a Nintendo system where it’s normally the cancel button everywhere else. The same atmosphere and way the game world feels, with the characters inhabiting it and enemies and objects you interact with in levels. The same 8-bit graphics and catchy sounds. And indeed, being an European owner of the 3DS copy of the game, it might have taken extraordinarily long until I finally got to play it, but starting it up, it was immediately all the same again. Having played Shovel Knight and it’s first free DLC campaign, Plague of Shadows, you probably already have a pretty good idea of what to expect upon starting Specter of Torment.
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