In Hazard of Steel you can turn back any time you want to do that to save your life and the worldg beating. It's a cool concept and efficient enough to work on, but that fun layout doesn't stop it at all Hazard of Steel from being an isometric character who plays the role of an equally good actor.
Outside of Steam earlier this week, Hazard of Steel is set to be a game of great players but feels more like a straightforward turn based game. You have a party of characters who need to fight for cities, forests, valleys and the like, and get skill upgrades during the journey, but they don't come in the traditional sense or have custom equipment. .
Likewise the battles feel a little more like a hack & # 39; n slash than an XCOM. You lead your party by clicking on the map and selecting the attack and watching the enemies appear. Time is set at this time of decision making, but when it's over, things play out the way they would The devil or another real pit passenger. In fact, much of the fight has to do with the encryption of the enemy's attack time rather than organizing a more strategic situation and coordinating the correct sequence of group actions.
You may cause an enemy attack and have enough time to stop it. After doing that you can respond to attacks of your own. Maybe you follow up with a second hit or miss attack, costing you more time to attack the attack. Finding what's working and what's not working is a matter of trial and error, and that's where the game's time-consuming mechanic comes in. If you do something different and you end up being nailed to the edge of the enemy sword, you can procrastinate and try something else.
This is what you do Hazard of Steel feel like Superhot, a first-person shooter where the only time to move forward is when your character is moving. The idea is not to fight back and forth and I hope you come out a little bit in the end, but instead to get yourself into a bunch of different directions, barking at different combinations of skills from different characters in your party until you get to more or less to solve to meet. Cheating time in these integration times is fun to manage and makes for a fun and novel way of traditional clicking, click, click The devillike
At the same time, little in my 3 hours no Hazard of Steel kept me wanting to come back. The levels and continuity of the character do not leave much space for designation as momentary fights, and the fusion of the boat and the dream of the past felt difficult to convey. The story, which follows an army of invaders on a journey that can only be stopped by a girl infused with magical power by mysterious force, hasn't caught me off guard enough to stop me from skipping a serious dialogue.
Still, I wish more games were incorrectly covered by mechanics over time, and at least in that area Hazard of Steel offers a fun twist to the standard RPG combat costume.