Likewise for outfitting your guns with separate types of bullets that target weaknesses on opponents. Since this requires a clumsy change via the menu-and more to the point, because you're invariably getting swarmed by a mess of soldiers of different classes-thinking this system was anything other than worthless was shortsighted on the developers' part. (And if this entire section sounds like a mess of menus, it is, so your mileage may vary there.)
Keep an eye on Milestone's patch and update plans. If the company moves forward with customer-friendly moves, HWU may be a must-buy for arcade-racing fans. Until then, wait and see-unless the sales pitch of "Trackmania but prettier and more arcade-y" makes you want to immediately purchase. In which case, you'll have a good time.
I could go on, but it's more fun if don't spoil all the fun uses KojiPro has found for these categories. Let's just say this is definitely the most comprehensive and smart use of the tech I've come across since the PS5 launched with Astro's Playroom, and that's a high bar to clear.
Between those mechanical systems and cleverly arranged zones in and around the starting village, Ember Lab makes sure that players have stuff to look for and interesting systems to play with once they discover those puzzles. (And I haven't even mentioned the seriously cool, late-game magical ability that I'm not going to spoil.) By narrowing its magical abilities to only a few pickups, K:BoS emphasizes a simple, accessible path to adventurous treasure hunting. The result is the opposite of a standard "Metroidvania" in which new abilities often do a meager job unlocking new things in old zones. If you're hoping for a massive adventure with 19 different items that each expose new regions, K:BoS doesn't deliver. Personally, I enjoyed its tighter focus, which still opened previously explored regions for further investigation (complete with a handy in-game counter for secrets that have and haven't yet been found).