
Although there are ways I can influence the gear I have at the start of a run I don't always have access to it. My Knowledge doesn't guarantee that I have access to every weapon and armor option I unlock. Typically, every stat will return to its original levels after death. The number of enemies you defeat in a run determines how levelling is achieved. While I could use the resource to unlock new gear from certain vendors, it was not available to me to improve my stats. It's tempting to compare Knowledge, which is an in-game currency that can sometimes be dropped by defeated players, to Souls, the game's inspiration. I learned that progression doesn't work the same as a Souls game and was able to enjoy the experience more by letting go of this expectation. After that, the game starts over from the beginning with all my hard-earned upgrades lost. I fight my way through unique and creative areas until I am defeated by an enemy. Loot River's heart-pounding combat style and puzzle-based traversal are built on a roguelike foundation. It is amazing how powerful a perfect attack can feel. My opponents can launch a devastating counterattack if I timing is right. Then, I can glide away untouched or use a magic spell that temporarily makes me invisible. I will often charge up an attack and pull up beside an enemy's boat before unleashing a devastating blow. This unique movement pattern lends itself to combat. Enemies with unimaginable abilities catch me off guard, such as the insidious monsters that lock down a platform until they are killed. The traversal's problem solving design is enhanced by traps or teetering platforms that can set fire to my boat. The designers do an excellent job of making sure each level presents a challenge. My surroundings are also given a dynamic, fluid feel by the pixelated waves that follow me.īlock-sliding labyrinths that are procedurally generated are never the same. After a few minutes of getting used to the controls, I found it instinctual and gives me a feeling of accomplishment. I have to constantly switch between shapes in order to navigate narrow corridors and platforms-choked areas. To get from one place to another, regardless of the level, I must use the right joystick to move around platforms that are multi-shaped, and the left to control my character. I am especially struck by the note that says, "This is not a kingdom it's just a tomb." It is a dark, miserable place with rotten wood decks floating on top of murky waters. I'm aware that I'm in the Sunken Village. A pitiful mattress, and other junk are all around me. It's hard to resist another run due to the addictive gameplay and stunning pixel art.


Loot River's atmospheric levels are a place where players should expect to die, each death bringing you back to square 1. The game is a mix of smooth action and clever puzzle-solving. It delivers this unique combination with style. Loot River is described as a combination of Soulslikes & Tetris.
#GREAT ROTTENWOOD DARK SOULS 3 SERIES#
You can use the image below to get a quick glance of where you should be heading next, where optional areas are located, and what might be needed to get to the next area.Reviewed on PC>Also on Xbox Series X/S, Xbox One>Publisher straka.studio>Developer straka.studio>ReleaseMay 3, 2022 Note* Both High Wall of Lothric and Lothric Castle technically share the bonfire of the Dancer of the Boreal Valley, who can be fought early, but is generally attempted at the entrance to Lothric Castle, and is a bonfire that usually will not be accessible early in the game. Lorian, Elder Prince and Lothric, Younger Prince

Dancer of the Boreal Valley Dragonslayer Armour
