"First Bursker: Kazan" was produced using a "3D cell animation" technique commonly referred to as cartoon rendering. This seems to be a technique adopted to revive the sensibility of the original "Dungeon & Fighter." The character motion and the movement of the enemy and the boss were unbroken and soft as water. In particular, he was concerned about details such as high and low-order expression and gloss or shadow reflection due to the difference in contrast between the background, which is the disadvantage of Cartoon rendering, but the perspective and three-dimensional expression are flawless and clearly saved.
The weapons in the game are divided into three categories: a sword and an axe representing Kazan, a double-headed sword capable of fast-tempo attacks, a sword with a slow attack but a heavy shot alive, a long reach, a fast attack speed, and a window with a variety of linked attacks. It can be used according to the user's preferred action game progress style. In addition, regular guards, immediate guards, evasions, and counterattacks have functions that make the battle spectacular. In particular, sub-functions have been added so that hardcore can be solved smoothly by strengthening skills through 'skill trees' that can strengthen weapons-specific capabilities and activate various linkers. The sound of steel, attack effect, and hitting that knife collided with each other were so cheerful and intense that they were second to none. In particular, by maximizing the "dual sense" vibration function, the taste of vibration in case of hitting and damage adds to the sense of immersion.
As a game called "Soul-ryu", when he dies, he drops the "lakrima" needed for growth and has to go back to find it. In particular, the typical "soul" style of deterrence appears intact, such as being attacked by an enemy hiding in an invisible corner, and being blinded by an item in front of him and falling into an invisible trap. In addition, while the information window is open, the game continues, and the enemy's attacks continue even when the equipment is being matched. The difficulty of the boss battle is also high enough to match the 'soul-like' genre, and elite monsters also have quite a few difficulties. In addition, key mapping, which requires a pause when ingesting potions for recovery, acts as an uncomfortable factor. It is also important to manage the energy consumed by attack, guard, and running. Energy is applied equally to the enemies, so you can decide whether to make additional attacks or avoid them depending on how much energy is left. When the enemy's energy is exhausted, it will fall into a groggy state, and a powerful shot of "Brutal Attack" will be possible. These elements become a new challenge for users who are familiar with the "soul-like" game, but they can deprive users who are new to the genre.
There is also a function to improve the ability value through set equipment. However, drop item equipment provided during monster treatment only provides a slight upward value, and is no different from existing equipment. Because of this, a lot of time is spent continuously checking inventory by opening information windows frequently. It remains regrettable that most of them provide general item equipment, not special set equipment. In addition, there are situations in which Kazan's attacks do not work if the enemy is located in a specific location or if the car is in a high and low place. These shortcomings remain to be seen whether they will improve in the official launch.
Kazan, which is highly anticipated by
global gamers, will continue to be tempered for the global launch of simultaneous PC (Steam) and console (PlayStation 5, Xbox Series X|S) platforms in early 2025. Attention is focusing on whether it will be able to continue the legacy of "Dungeon & Fighter," which has written the history of global success.
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