![]() Corvus collects currency when killing enemies, and he loses the currency upon death unless it's retrieved in the next run. It's absolutely a game where you reach a certain flow-state as you dodge and punish enemies throughout a level, and it reaches some great heights when everything comes together.Īn absolute high point of Thymesia is the variety in character-build options. Once you get into the swing of things, Thymesia feels tight and reasonably responsive. Even one incorrect button press often left me defenseless, with no way to cancel or intervene even when there was plenty of time to do so. However, there were moments when I felt very restricted. It takes a bit of getting used to some may or may not prefer this over stamina-based games, but it works quite well. Technically, that means you can dodge a lot in quick succession, but due to animations playing out, if you dodge slightly out of sync with an enemy's attacks, you're still going to get hit. The game works a lot with its animations, so once you commit to a move, you're going to see it through. One key difference between Thymesia and most other games in the genre is the absence of a stamina bar. Winning requires meticulous observation of enemies and environments, learning attack patterns, and a lot of trial and error. ![]() The game essentially encourages you to continue to engage with enemies up-close and to use dodges or parries to create openings. That creates urgency to follow up attacks quickly enough before an enemy can heal the damage you've just caused if you're not fast enough. To win, you need to deplete both of the enemy's health bars by alternating saber and feather attacks until the foes bite the dust. ![]() This second wound bar, if not depleted quickly enough, restores the primary bar. Regular attacks deplete the primary health bar of enemies and leave wounds. Corvus has a saber for regular attacks and a feather attack, each doing different kinds of damage. It's reminiscent of BloodBorne, with a sprinkle of Sekiro in its parrying systems, making it an often offense-based but tactical experience. It's here where Thymesia shows off the flashy mechanics that were carefully curated and combined into a surprisingly cohesive and fun system. The bulk of the experience is the combat. That won't completely hide the fact that a lot of what you're seeing and doing feels very familiar. I did not feel very invested in the actual story moments, but it adds to the world-building. If you can answer its final question correctly, you may be able to save the world after all. The game ending that you see depends on how well you paid attention to the memories you have recovered. Compared to Dark Souls, Thymesia can be deceiving since it isn't as relaxed when it comes to its story. To get to those, we need to get through some harsh environments and bosses. As Corvus, our aim is to recover memories that will eventually aid him to heal his world. Corvus is armed with a saber and can momentarily transform into a raven, both of which are great aids in combat. ![]() The land plagued by disease, and all hope to restore it to its former glory lies with Corvus, our plague-masked protagonist. Thymesia is set in the kingdom of Hermes, a world where alchemy is common but has slowly gotten out of hand. What it lacks in visual distinction, it does make up for with some very addictive and flowing combat mechanics that feel thoroughly satisfying. Thymesia follows that same path, but it doesn't always come together in a way that is different and meaningful, especially in the visuals department. I've grown a bit tired of Souls clones, especially after Elden Ring, but releases like Mortal Shell still twist the formula just enough to be enjoyable. Like many other titles to date, Thymesia is an action-RPG that fits squarely in the " Souls-like" category.
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