![]() Whether that’s one of curiosity, disdain or something in the middle Fallen Flag, like so many before (and no doubt after) them, aren’t shying away from their influences. And while a certain series with that word attached may not the undisputed purveyor of such things as apocalyptic settings, challenging boss fights and painstakingly-tight combat, it’s not hard to see why any game, let alone one entirely revolving around boss battles, would instinctively get a particular look thrown its way. It’s clear that you need a hook or two if you’re going to go about brandishing a name or game title with the word “Souls” in it. How it configures and handles the fundamentals of gameplay - how players are meant to survive, let alone move and hope to land an attack or two at the towering, godly monstrosity they’re up against this time. But it’s rare that a game captivates me like this purely from a mechanical aspect, to the point that one’s thoughts run the risk of sounding frivolous. No matter how baffled the figurative other side may be at hearing this. ![]() It almost feels turn-based, but it’s something I stand by and am far from ashamed that I’m haphazardly withdrawing it. Not just by the way encounters with its myriad of bosses play out, but more so with the unique interpretation of combat, which may have led to bizarre comparisons. Twice now I’ve covered Eldest Souls in a brief, first impressions-style form and twice I’ve come away impressed.
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