Os Princípios Básicos de 33 Immortals Gameplay



I didn’t find any of the characters in the hub world particularly intriguing, but they serve their purpose just fine. Besides, it’s not about them — the main focus in 33 Immortals

While the primary objective is to ascend from Hell and confront Lucifer, you need to upgrade your character with temporary powerups and perks to even stand a chance.

Bumping into another player or two, teaming up to fight random objectives, then going through the entire dungeon, only to get separated and somehow feel melancholy about that 20-minute unspoken bond is probably something you can only get from a video game.

has a hub world, The Dark Woods, that players return to after each loop. This is where you’re able to apply upgrades, equip new weapons, alter your appearance and get some training in.

Of all these choices, I liked playing with the Bow of Hope the most, as it kept me at a decent length away from enemy attacks. Also, its Guiding Light feature, where returning arrows sliced through monsters on the way back into my quiver, allowed for a nice interplay of positioning to my targets so I could double-up on damage. I really like how 33 Immortals

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enters the fight with simple but rewarding combat-favoring groups of allies, a tight gameplay loop to keep coming back, fantastically balanced maps for cooperative play, and a simple but highly readable graphics style. The game does a lot of things well, but there’s also a lot of promises being made, especially for things that should be staple for new games such as controls remapping.

As the name probably already gave it away, dozens enter a single session, all hoping for the best drops and team-mates that might have their back when the going gets tough.

revealed a surprising amount of depth for what could first appear to be a simple action-roguelike. And there’s so much more for me to see: What’s the Ascension Battle like? How hard is it to face down Lucifer?

It’s an experiment in structured chaos, and for those willing to embrace the unpredictability, it’s an experience worth diving into.

Judging from what I could experience in Hell at least, the developer has experimented and almost perfected the formula to keep the action flowing and make the map exploration-worthy.

Each one caps out at six players, so the ball of death I was always happy to be part of usually breaks down in these areas as everyone splits up again to find more fights or dungeons.

and shifts the focus from individual mastery to coordinated survival. Victory isn’t just about how well you fight, but how well you fight together.

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isn’t without its flaws. The movement system feels stiff, with attacks locking you in place and dashes on a very brief, frustrating cooldown. Early on, this makes combat feel clunky and restrictive, and while later upgrades help smooth things out, it still never reaches the fluidity you’d expect from a game that throws 33 Immortals Gameplay you into such chaotic battles.

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