Leo Gillick
What makes the game a challenge, and this is where the core gameplay comes in, is the enemies throughout the dungeons. Hordes of various nasty hellspawn gravitate towards you, the skull, and your band of merry murderers. In Skull Horde, it’s a matter of getting from point A to point B without being overwhelmed and collecting enough resources to reinforce for the next area. Akin to Risk of Rain 2, Skull Horde uses a timer mechanic to gradually ramp up the difficulty of each run. So, the weigh up is: grind out enemies for more resources, but end up with significantly harder enemies in the next area, or rush through and end up underpowered. The final boss of each level is much more of a struggle when its minions are beefed up from a slow run-through.
I was hoping for something fun and new with Crimson Capes. I am relatively fresh off SilkSong, which probably doesn’t help, but I didn’t go into it expecting something of that calibre. What I found was a game that could have had a rich world with interesting quest lines, innovative combat, and novel enemies, but really failed to deliver on every count. The world was empty, the enemies were a predictable grind, and the combat was uninspired. It’s just another 2D Souls-like that fails to bring anything new to the table.
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