Much like Eduard said progression in The Pathless is based on collecting emblems to place in towers which allow you to confront each area’s Tall One. However, despite the game’s boasting of a map-less open world, where you “shape your own path,” I think a map definitely would’ve been an asset here. Furthermore, the boss battles add an incredible sense of pace and tension to the game, and where the game’s movement really shines, as you chase down these rampaging beasts across a flaming landscape, chaining shots together to stay on the monster’s tail. ![]() ![]() When you’re blasting across the plains, combining sliding shots with intense boosts, then combo-ing into boost-assisted long jumps, grabbing your eagle for an ariel boost, and keeping the momentum going with mid-air shots, it’s really easy to get lost in the fun and fluidity of movement. Like I said at the start of this review, The Pathless’ main gimmick is fast-past movement, combined with an archery mechanic that prioritizes precision and timing to give players added boosts to move across the open world. While there were a few moments of noticeable slow-down and some asset pop-in that genuinely interrupted the flow-blocking potential shots with materializing trees-the game maintains a degree of fun that’s hard to deny. ![]() “ The Pathless’ open world is more like a giant jungle gym to bounce around in, and it’s consistently fun.”
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