While no enemy on their own is particularly dangerous, their numbers and ability the swarm the player is what makes them dangerous. The difficulty varies as the enemies change from the conventional one long sword build to a much more armored shield, sword, and bow builds. The game is essentially a small arena sandbox where you fight off waves of enemies. Personally, I found that sporting two holstered swords and a bow for immediate action was my favorite style of fighting.
All the weapons feel different in terms of how they are handled, and the tactics needed to use them effectively. It not only includes the need for precise attacks, it also gives the player the ability to grab their opponent and proceed to use them as a shield, or even snap their neck. The fighting mechanics are a very welcome change. With that said, let’s get to the core of the game. I was very intrigued by the sheer effort put into the character creation alone because I’ve only seen similar dedication in games which have been ported to VR. VR gaming couldn’t have come at a better time, and this game just had to emerge with it sooner or later.
BLADE AND SORCERY VR STORYMODE FULL
It took the virtual reality industry by surprise with its raw potential, and more importantly devoted developers.īlade and Sorcery succeeds the most at reviving that nostalgic feeling of full immersion that had been long forgotten since the early days of 3D gaming.
In comes Blade and Sorcery, which not only renders the swirling tactic useless, it does so while piquing the interest of the player by adding magical elements like telekinesis and thunder attacks to the mix. For the longest time, any VR melee focused game meant its user would soon resort to swirling their controller around aimlessly, all the while destroying any enemy that comes close enough.