![]() ![]() ![]() The game is definitely much more manageable than G&G and never feels unfair, while still keeping you at the edge of your seat. Update after having gotten to the (bad) end, which took me around 2 hours & 22 credits: The later levels do indeed get less linear, which is great, plus there is still a bunch of stuff to explore / achieve. The only complaint I have is that the levels are more linear & the enemy behaviors less interesting / challenging, at least judging by the levels I have played so far. And don't get scared by the comparisons with G&G - it is definitely directly inspired by the classic game, but is much easier (at least in the beginning levels). Excellent controls, a fair difficulty level that gradually gets harder in combination with the retro graphics / music make this a must buy for arcade / retro fans. I've played it for an hour so far and the game does not disappoint. Doesn't happen often either that I have the drive / motivation to attempt 1CC'ing or no-hitting a game, yet Maldita Castilla passes that 'test' with flying colors.īeing a huge G&G fan, I just had to get this game (btw the price is reduced for gold members on XB1, at least in the Swiss store). A lot of thought was put into Maldita Castilla, down to the smallest of details and it was absolutely needed given the intent of clearing this game with no continues (or a minimal amount of them anyways) if you want to squeeze the most out of it.īottom line: charming pixel art, catchy old-school soundtrack, sufficient replayability for completionists and just all-around stellar gameplay matched with strict yet reasonable hardships. There's some easy-to-overlook signposting going on with the environment that can assist you in dealing with certain matters, such as for example inconspicuous landmarks that actually highlight 'ideal' positioning vs obstacles or an unobtrusive tutorial for a specific kind of secret you need to acquire. ![]() Another element that's commendable about this game's design is how subtle it is in gradually teaching the player, to the point these are susceptible to being unnoticed. If it wasn't for the aforementioned accuracy in hit detection in conjunction with all of your abilities feeling perfectly responsive, then the difficulty curve would've certainly been rubbish instead of the incredibly delicate balance that has been struck. These kind of situations - deliberate by the developer or otherwise - still end up posing a very fair challenge too, thanks to the snappy controls. ![]()
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