expiredBojjihuntindeals | Staff posted Mar 08, 2024 07:08 PM
Item 1 of 4
Item 1 of 4
expiredBojjihuntindeals | Staff posted Mar 08, 2024 07:08 PM
7-Game Humble Heroines Bundle: Metal Hellsinger, Eastward, A Plague Tale Innocence
& More$15
$214
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My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
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My 2 cents, Metal Hellsinger is significantly worse than BPM: Bullets Per Minute for combat. The games aren't wholly comparable but just setting expectations. Loved BPM so I thought I'd love Metal Hellsinger. To sum up my complaints I think would be BPM follows in the shoes of crypt of the necrodancer. You are basically forced to do an action (move/attack for crypt, dash/shoot for bpm) on every beat (half beat as well for bpm). It feels tight while Metal Hellsinger is more free flowing and feels significantly less tight of an experience.
- There is no input buffer on changing weapons. There is no benefit for changing weapons on the full beat. It's optimal to be switching in between the beats so naturally, you think hit on beat, swap right after. You can't do that since there is no input buffer for this and you have to wait for the half beat, something with no visual indicator nor natural to perform. Not a huge deal, you only lose "1 beat" worth of time but is just an example of terrible execution
- The glory-kill you can do on some enemies expire right before a full beat rather than right after a full beat. Your brain is geared for full beat glory kill and execute and without keeping a mental timer on your head at that exact time which enemy is going to expire right before that perfect beat, you're not going to do a glory kill. This could easily have been changed to removing the glory-kill glow right after the full beat with coyote time for a good beat timing to still execute.
- The way to keep your combo going is switching to your infinite ammo ranged weapon and fire that rather them promoting perfect beat dashes. There are benefits to perfect beat dashes but they recommended to swap to the infinite ammo ranged to keep the streak.
- The reloading of the shotgun, which is the only weapon I got, is far less interactive versus BPM. I think full reload is 4 beats but you can hit reload again on the third beat to quicken it, like gears of war. This is a departure from BPM where each beat you have to tap reload again. I much preferred that
- The interaction with the environment and the dash makes it far more awkward than it was in BPM. BPM there is backtracking so not being able to glide around with perfect dashes would have made that game much worse. Not having that here is less of an issue
- The soundtrack and beat clarity in BPM was better but that's wholly subjective. You can call BPM's soundtrack as just less distracting, more in the background, and consequently less unique than metal hellsinger.
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Eastward was really good, but it's fairly narrative heavy. It's commonly described as a cross between Zelda and Earthbound, but the combat is not an emphasis and have seen a lot of people turned off because of it.
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