

The same could arguably be said of the models used by the majority of enemies that you’ll be fighting, which are imposing enough, but do lack a little bit of heavy metal flavour to make them stand out as unique, in my estimation.
#Tormented souls difficulty full
If I wanted to get into nitpick territory, I could say that the lack of any guitar-shaped guns was a little disappointing given the game’s theming, but there could easily be one of these lurking further on in the full version. The weapons available in the demo perform very well and look quite cool, with the shotgun (named Persephone) and the twin pistols (named The Hounds) both possessing skull motifs and beginning to glow as you power up their ultimate attacks. This wasn’t the end of the world, with the game giving you two ‘resurrections’ that will bring you back to life exactly where you died, albeit having sacrificed a chunk of your score, before you’re forced to restart the level from scratch.
#Tormented souls difficulty plus
The net result of this, plus the fact that some enemies (stalkers and behemoths in particular) can bleed away most of your health in one hit, was that I died a lot. Sadly, these moments were few and far between for me, as enemy strikes and off-beat clicks regularly intervened to stunt my progress. In practice, this can lead to some incredibly satisfying sequences of slaughter when you’re fighting fire with fire, the multiplier hits 16 and the lyrics of the backing track you’ve been gradually building up start to kick in as you kick bottom. Of course, if you want to keep your target audience narrow and aim towards an elite niche, it's your prerogative, but so is it the one of the excluded players to state their disappointment and stop encouraging you.The unique twist to this simple formula comes via the game’s titular heavy metal soundtrack, featuring work from the likes of Trivium’s Matt Heafy, Arch Enemy’s Alissa White-Gluz and System of a Down’s Serj Tankian, with every shotgun blast and pistol shot scoring you more points and providing more fuel to your multiplier’s battery if they’re timed to the beat of the song that’s playing. So if you want it to succeed you need to listen to the feedback of your player base. lolįurthermore, when you make a game, you make it for your target demographic, not for your ego. Also, putting down other people for being less skilled than you is never a good way to win an argument and make them understand your point of view, but this is the interwebz, so yeah, what else can we expect. not everyone have the same skill levels and not everyone have the same time to polish those skills. Maybe i could have managed them better, or maybe i was too stupid to find them, but one of the problem here, is that you have no way of knowing before hand how sparse they are, and spare are they, compared to Resident Evil 1, which i completed multiple times and can breeze through pretty easily.Īlso, just a small heads up for people just sayin' "Git gud!!!". No it isn't, but it is the game's fault that i couldn't save because i didn't have any recording tapes and couldn't find any more.

You can save a few Nails by finishing of knocked down enemies with it, and also safely melee the stationary enemies locking certain corridors.

There are at least 21 recording tapes in the game, and this isn't a 40 hours game, so enough to save the game fairly often: īesides, if there's anyone actually struggling with ammo, there's a simple tip: Crowbar is also a weapon. Originally posted by Lanzagranadas:It's not the game's fault if you played for two hours without saving.
