5 fatos fáceis sobre 33 Immortals Gameplay Descrito
5 fatos fáceis sobre 33 Immortals Gameplay Descrito
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Leaning on one another’s skills and class abilities to unleash a balanced attack against waves of monsters is a key to success.
is masterfully crafted, making every hit and enemy attack feel weighty and impactful. Each sound is drawn out to perfection, whether it’s the satisfying clash of weapons or the eerie whispers of the damned in the background. The soundtrack complements this beautifully—calm and atmospheric during exploration, yet swelling into epic intensity when battles heat up.
Bumping into another player or two, teaming up to fight random objectives, then going through the entire dungeon, only to get separated and somehow feel melancholy about that 20-minute unspoken bond is probably something you can only get from a video game.
In the heat of combat, with swarms of demons flooding the immediate area, it’s actually tricky to get three people to stand in the proper spots, but it takes just a moment of synchrony for the special ability to activate, and it’s a palpable relief every time. And then everyone immediately gets back to hurling spells, shooting arrows, flinging daggers and reviving allies, eyes peeled for the next special ability.
But I liked the vibe The Dark Woods area offers, letting me recover a bit from the hectic Inferno, and interact with these characters to help the story of 33 Immortals
Experience your soul’s epic journey through the afterlife rendered in beautiful hand-drawn animation. 33 Immortals is a unique take on Dante Alighieri’s literary masterpiece, the Divine Comedy.
The game’s dependence on teamwork is a double-edged sword—success feels earned, but failure can often be out of your control.
In the first part of this game, conquering Hell is an exercise in structure. Your goal is to defeat Lucifer, the “boss” of Inferno, but first you must work with other players to unlock an Ascension Battle just to reach him. How do you do that? Glad you asked: You must complete 12 Torture Chambers, mini raids where 33 Immortals Gameplay you are grouped up with up to six players to battle multiple waves of monsters.
While that isn’t a massive amount of time to pump into a roguelike, I think I managed to grasp the title’s unique gameplay loop and the direction the developers want to take it.
The good news is that all these and more features and content are a part of the studio’s roadmap for 2025. The bad news is that you aren’t getting any of it right now, essentially making the early access version a worse experience if you pick it up this soon, unless you want the title in your library before the price goes up at the 1.0 launch.
That also means you can join an open game at any time – there are more than enough enemies around should I just want a quick “pick-up and raid” session to earn some Shards to spend on cosmetics and Perks in The Dark Woods, your home base on this adventure. Having a constant flow of Souls in and out Inferno also fits nicely within the narrative of 33 Immortals
Each one caps out at six players, so the ball of death I was always happy to be part of usually breaks down in these areas as everyone splits up again to find more fights or dungeons.
Each one doesn’t have a lot of power in their hands alone, but even Hell itself can be taken down with enough unity and coordination. At least I hope so, since non-e of the runs I did with my teammates ended up beating even Lucifer at his domain.
A perk that reduces the cooldown of the dash by one second was one of my absolute favorites to randomly find, this made the game feel more agile and reactive, where I can be an aggressive force in the battlefield instead of being on the defensive so much and saving my dodge for later. Instances where I had this perk was also when I progressed the furthest in the final boss fight. Going back to the standard 2 second dodge cooldown in later runs felt like such a downgrade, making the gameplay feel noticeably slower and less responsive compared to when I had the perk.
Dodging enemy attacks is a massive factor in a game like this, akin to a bullet-hell title at points, so this is a big win in my book for better situation readability.