![]() I can even turn some of these parts into useful equipment for my troops. These parts come in different rarities, giving me a lot of control over how powerful my creations are. Instead of hiring new recruits from a random assortment, I craft monsters using materials gathered from my slain enemies. This tradeoff won't appeal to everyone, but Iratus compensates by doubling down on ways to customize and grow your units. I have access to all of Iratus' crafting, healing, and customization features between each fight, so exploration is less of a war of attrition. Another big change is that I don't have to commit my party to exploring a dungeon, rationing out resources and planning for worst-case scenarios. It's a very different kind of experience than Darkest Dungeon, even though so much is similar. ![]() ![]() Without that added depth to the wellbeing of my units, I don't feel nearly as attached to them when they inevitably die. Those critical moments where I drain an enemy of the last of its sanity and it rallies and becomes even stronger are just as dangerous, but I miss that mounting unease as a foray into a dungeon turns into a disaster. ![]()
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