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Naraka: BladePoint Review - Martial arts meet Battle Royale

In general, the genus Royal Battle has become a fairly predictable and standardized experience that most often includes high-tech remote weapons, many invisible murderers and views, predictable tactics and long climbing in the Rankings. There are some aberrant games like the magic spellbreak only or the cute super animal royal, and now there is Naraka: Bladepoint, who takes over the Royal Battle Mechanism and transposes it into a fantastic Asian frame magnificently realized with almost entirely focused fighting. On the approximated arms and action.

By working on Naraka: BladePoint, substantial tutorial and training bot games, it's pretty obvious to know where the strengths and challenges of the game are, even before diving into real multiplayer games, remaining impressions. True once the real games start. On the one hand, the fight is fast and fluid, strongly dependent on the parades and counters chronometrics with precision, dods and arms combos. The mechanics of Parkour and a useful and flexible grapple add to the graceful ballet of combat with body to body. All of this requires considerable practice to master, partly because orders never seem entirely natural, either using the mouse / keyboard or controller generally more skilled. Like me, you will probably end up going back and forth between the two input devices.

Most of the royal battles begin with the player arriving from the sky, guiding as well as his team to a location of choice on the map. In Naraka, you select a starting point and after your appearance, start immediately searching for weapons (you start with three locations and can use gold to increase the number of weapons you can wear), choosing among the Katanas, two-handed swords, arches, automatic crossbows, muskets and girlfriends of habitual variable scarcity. Although remote weapons and guns have their place, especially to stun an enemy, the majority of your time will be devoted to handling the many white weapons of the game.

The battles of Naraka involve 60 players, pushed closer and closer to each other by a mystical storm. Since there are no ammunition to find, Naraka replaces them with the durability of objects and weapons and the need to find repair kits, which causes almost the same thing. Similar to other Games, matches can sometimes be extent of lonely wandering and no purpose looking for other players ending with a fight with a furious body and death in the hands of a player a lot more qualified. When it comes time to fight, puree of buttons is rarely a viable path to victory. Instead, it's a game that requires a lot of muscle memory and practice. Easy combos learned in the tutorial will be almost useless against an experienced player, and they are numerous.

In addition to the fragment and combat focused on the melee, Naraka: Bladepoint offers an alternative to Royal Battle mode with Bloodbath, essentially a death-match scenario. Although it is a welcome addition, in practice, flow and sensation of combat are more or less the same, so it does not seem as unique as it suggests.

Microtransactions are a boring persistent element in Naraka: BladePoint and it is literally impossible to access a menu screen without being forced to visit the shop to buy gold. This is not a paid game, and all the objects are cosmetic, but the constant interruptions remembered the worst type of free game that keeps you asking for something.

Once you have exceeded the pretty colors and the somewhat unique setting, you will notice that Naraka: BladePoint looks very good, otherwise Ghost of tsushima amazing. Environments have an interesting verticality that works in harmony with the mechanics of Parkour, the grapple and the general atmosphere of the squatting tiger, the hidden dragon and the speed of the fight. There is a sexist element in the conceptions of characters and creative tools that seem to be less informed, reinforced by pretty deaf liners in the text of the flavor.

Naraka: BladePoint offers a refreshing alternative to science fiction settings or tired fantasy and the mechanisms of familiar royal battle games, focusing on combat and rapid body and skilful body movement that can give an impressive martial arts film comes to life. But concentrating almost entirely on the close combat can also become repetitive and frustrating, especially against much better players who seem to dominate space. Although it grows microtransactions beyond the point of embarrassment, they do not have a radical impact on the game, which is finally much more based on skills than other games.

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