![]() Gathering loot is a cornerstone of the genre, and if killing things doesn’t produce enough tinkling swords and shields to simulate tinnitus then it’s usually not doing its job properly. My only real complaint is - and please, wait a moment before complaining or posting that Jackie Chan ‘head blown’ picture - that there’s arguably an overabundance of loot here. Just about every path is scattered with big combat engagements and dungeons.Exploring it, though, is a smooth, epic-feeling experience that regularly demands long treks through enemy territory to get to the next boss or quest objective, and just about every path is scattered with both big combat engagements and dungeons to dip into for an extra boss fight and bonus loot. There’s a reason why one of the earliest quests provides some start-up cash to buy gear with a warning that it’s the only handout you can expect during your stay. None of them are welcoming, and the surviving towns aren’t much better. The abandoned villages the crumbling walls of dungeons the sadistic experiments in Warden Krieg’s sickly green laboratory. Little environmental touches are absolutely everywhere, completely selling the idea that this is a fallen land past any chance of actually saving. Even at its darkest, it’s full of detail and texture, with plenty of variety as you hack through semi-Victorian nightmare to underground caves and insect hives, and then blink in the sunlight as the second act pushes all that aside to randomly be about cowboys instead.
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