Since the release of Outriders early last year, I’ve come up with a theory that this is the ultimate fast food game: a smooth story full of sleek one-liners and endless skirmishes that aren’t good for you, but arguably an amazing fight that’s easy for you and your friends. The fall makes it very tasty. In that regard, if the base game is the Big Mac, the latest extension, Worldslayer, is a sandwich from KFC where bread is replaced by fried chicken. With a well-tuned combat sandbox, extended build-crafting options, and highly upgraded endgames, WorldSlare improves on many of the things that are already great about the original, but also doubles many of its shortcomings. It includes another weak story, annoying boss fights, and overall things. The result is an ephemeral evolution-magic mayhem in his space, but one that is so interesting to me that I feel good about the return journey to Enoch.
Like the Vanilla Expedition, WorldSlare’s Boundary inconsistent story takes place in an alien world where you play the role of a magical soldier named Outrider, complete with a silly sci-fi haircut and some terrifying dialogues from all over the cosmos. The same mysterious discrepancy that strengthens your character is now threatening to destroy the entire planet, plus there is a new scary woman who wants to kill everyone and yadda yadda yadda – now you have to kill thousands of people and animals under everyone’s name.
It’s not even high art, and the strange curiosity that followed me meant that I was often a holdout in my group who didn’t vote to skip most cut scenes. That being said, this story really does answer some of the key questions I had after the main game, and the main one, the ECA / Insurgency Civil War, which was not resolved in the base campaign. It’s just unfortunate that the sci-fi world of such great potential is engulfed by bad dialogue and vague cut scenes who feel like they’re running through the beats to cut down on time without killing things.
After approximately seven short hours of crashing into waves of enemies, you will complete the Core Worldslayer mission in a very disappointing way. After defeating the enemies, you don’t get much chance to meet, make new allies who speak mainly in mysterious puzzles and save the hazy characters from premature death, you will move towards Enoch, the equivalent of the sunset. Endgame narrative.
But while the storyline is humorously lacking in pushing you to action, the satisfying-hack battle is largely frustrating. Whether you’re driving crazy DPS in the form of a ninja-like trickster or doing Hulk-smashing groups of enemies as an unstoppable destroyer, turning entire groups of enemies into bright red gibbets hits all the right notes. Automatic shotguns tear and shred people at short distances, submachine guns exert nonstop pressure on enemy waves, sniper rifles allow you to cover your friends from a distance, and running with a crew and running a gun feels great – not to mention all. Amazingly you can use over-the-top space magic.
While all of this is true with the Base Outriders package, WorldSlare makes significant improvements to the sandbox with more weapons and armor, and more importantly, Apocalypse items that offer additional mod slots that open up a whole bunch of new possibilities. Now you have the chance to get 50% more ways to get new allowances that coordinate with your build on each slot of your inventory and this can lead to some crazy stunts. In my TriCaster build, I managed to equip a whole set of mods that made me have a nightmare against large groups of enemies, where harming a poor person means harming everyone around. In the second build, I either froze all my equipment or increased the damage against frozen enemies, leaving the badges happily helpless in front of me.
Outriders Worldslayer screens
A major exception to the otherwise great fight is that, as is true in the case of base games, fighting the boss is usually not a good time. Where outriders usually make you feel like a complete villain, the boss lets you fight an enemy with a mile long health bar on which you have to shoot several centuries before you die. Meanwhile you’re spinning your wheel spamming ability and you’re being killed while the bad guy is finally waiting to die. This goes on for so many days and in the process you feel like a complete wimp – plus this is a classic game problem where the boss only has a few voice lines and they yell at you all the time and they age very quickly. .
On top of the new weapons and armor options are some endgame progress systems like Pax Points, used in the Advanced Skills Tree that lets you choose five new, Uber-powered Perk and Ascension Points, a slow-burning progression system that reminds you. I belong to Diablo 3’s Paragon system and the longer you play, the smaller, incremental improvements you make. These systems not only give you plenty of reasons to go beyond the first campaign playthrough, but also some serious game-changer capabilities. For example, if a standout power causes serious impact with weapons to make my anomaly forces more lethal, then using anomaly forces causes my arms to suffer significantly more damage. Working in my construction around these abilities made my character feel more powerful than I felt in Outriders, which is no small task.
These new advances give you the perfect opportunity for a final test in WorldSlare’s Endgame, which revolves around a dungeon-delving activity called The Trial of Stars Greater. This challenging activity is a dungeon in three actions, with the boss mentioned above sponge fighting to fight at the end of each action and a few small battles along the way. There are also branching routes that give you several ways to get through it and also some optional encounters that can be handled with specific pieces of target-farm equipment – a boon for those who really want to grind this endgame.
The actual content in the trial is not much different than what you get during a regular WorldSlare campaign, which involves waves to defeat enemies and claim a way to loot, although it is much harder than anything else and can be raised to your level. To be almost infinitely dangerous. If you expect a procedurally generated dungeon every time you enter, you’ll be sad to know that the test is basically the same for every run, only your chosen path leads you to different encounters. It’s a little disappointing in terms of repairability, but the good news is that it has some of the best of the Encounter Encounter Outriders.
My favorite flick is another boss fight, which has a floating monster that isn’t a full bullet sponge and instead you need to deactivate its impermeability shield before it gets damaged. Accepting waves of ads while performing rituals quickly before the boss starts casting a deadly spell is a thrilling experience, and it made me angry that every other boss battle is so long-lived that when you move slowly. Their health deteriorates. Hopefully they will fight more like bosses in the future, as this will make all the others look even more awful.
Another interesting piece of post-campaign content is that it continues the (still bad) story, which was an unexpected but welcome surprise as many don’t even try to add stories to the same game endgame – campaign with base outriders unfortunately, without going into spoilers, all of this The main problem with the content of the new story is that your character has almost no role in it. You are not really a hero and as a result you feel like a guest in the story that is happening around you or in many cases you get history lessons about what has already happened which does not affect you much. Doing it momentarily. It all ends in the anticlimactic final plot points of the expansion during the endgame, where the twist seems to have very little effect on anything. It’s great that they’re trying to weave a story – I think that story should be better than what we got.