A lot of games claim to authentically recreate some beloved old style, whether that's 16-bit RPGs or a particular horror vibe, but few truly capture the spirit of their chosen era as well aslook—now almost 30 years old—is about much more than building something out of 20 pointy polygons when we're all used to seeing 20,000 smoothed ones.
Lunacid quickly recalibrated my rather spoiled ideas of what it means for something to look impressive or beautiful. In a pared down environment, a mysterious glow off in the distance or a curious sparkle in the dark is suddenly the most fascinating thing in the world. Carefully ordered stone walls really stand out after an hour or so of jagged caverns, silently implying I'm picking my way through the remains of a once-grand structure after a terrible calamity.
Most unsettling of all, I'm never entirely sure how dead something is when I do cross a monster's path, even when it's missing its face. Some of these eyeless fiends are quick to go on the offensive, causing me to instinctively slip back into my classic King's Field charge > swing > retreat tactic and check every room's corners for any fun"surprises" waiting to attack while I'm busy facing something else.
Seeing the dead be disgusted with themselves is no reason to let my guard down though, especially as Lunacid is very clear that saving only happens at save points—neither checkpoints or convenient quicksaves exist here.
Source: Education Headlines (educationheadlines.net)
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