Impressions: Rusty Hearts open beta
been a while since the last time he spoke of the freedom to play MMO beat-em-up / hack-'n game World Perfect is logging
Rusty Hearts
. Now, however, a few months later, was released in open beta format, but remained on the same track? interesting to watch a game to keep, or is it something you can download a quick game to kill your friends while waiting for the next release of the blockbuster?
Rusty Hearts
(PC)
Developer: WindySoft
Author: Perfect World Entertainment
Release: September 14, 2011 (open beta / release) MSRP: FreeMost of the game
Rusty Hearts
has not changed. It's always a choice of three characters: Frantz, attitude, or Angela. The game is still on the implementation of the dungeons alone or in groups and try to eliminate them in a style to a higher score and reward. I played a lot since the game released, reaching level 20 with Angela, only five levels below the current limit, and erased the first game of dungeons with Tude.
styles of game character seems varied enough to warrant a play through, or at least a partial implementation by each. Angela is quite far from being a fighter base melee attacks are more complete and elementary projectile, and the area of ??special effects. The magnitude is much more "in your face", shame dodge the blockade, capable of carrying his attacks combos early in the game. Frantz appears to be a quick striker, with a range a little more attitude and more focus on juggling his opponents.course, the game was mentioned just before, so I will not go in depth with the two engineers based here. I got a high-level dungeons, however, and the game becomes a bit repetitive until midway through the second game of dungeons. In general, it appears that the dominance of a single combination of normal and special attacks can allow it to clear a room of enemies. The types of enemies to shoot begin to be more varied, from just the standard soldier and guard combinations, which puts more emphasis on putting you in touch with a group, and take the first specific enemies.
For the most part, I found it difficult to be quite easy, even in difficult third mode, "very difficult". It takes a little longer, but I found all the dungeons I've found so far to run alone in most settings. The difficulties are well established, all the difficulties, rather than over just what the enemies stronger and able to do more damage, which start mixing in more varieties of higher - almost in mid-boss-like - enemies each room. These enemies are more resistant to attacks, not to blink as a special case hit other enemies in the air, and are much harder to hit attacks that can hit a combo yourself. A fourth difficulty , considered the "Way of blood." The requirements to open a track in this mode is much higher, involving the collection of items. The enemies are much more threatening, not only by the inclusion of the largest employers in the middle of each room, but all the enemies more difficult to treat in general. I think in this way provides some clear. In addition to the numbers and types of enemies, benefits also increase the value and quantity of each level of difficulty higher. When I originally called for the closed beta, it felt really good to play but the game was marred by a few small errors persist. The late entry in the interaction with the menu interface, especially when using the text chat is a problem that I ran all the time. This error was crushed, and I did not notice any delay in the main entrance to the interaction with the interface or writing. I also realized that there was also delayed, freezing for a second or two when loading new areas of enemies in the dungeons. There are still a little stutter when he came in large groups, especially those with big special effects to your input, but is much less hassle now, and much shorter each time it occurs.
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