Everything has a satisfying weight behind it, whether it be each of the various gun types or individual melee weapons. But that randomness makes boss encounters even more stressful and rewarding. (The developers say you’ll only see around 45% of the content in a single run.) It’s very roguelike in its progression systems, though definitely not in how it handles death – you don’t lose everything. Or, if you defeat the Ent boss in the Earth zone, he’ll drop the Quick Hands trait which improves reload speed. For example, if you kill The Unclean One boss in the Swamp zone you’ll get the Glutton trait, which increases how quickly you drink consumables with each trait point spent. Since bosses appear in randomized order during dungeons, and each one gives you a unique trait when you kill it, subsequent playthroughs can be quite different.
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Each of those areas is one of a great variety of pre-made hunks that are rearranged each time a world is loaded for the first time (but can be reset without losing your character’s progress by “re-rolling” a campaign), keeping things from becoming predictable even after you’ve completed the first 18-hour playthrough.
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Zones are small enough that you don’t really get lost, but large enough that it doesn’t just feel like a linear series of corridors.
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“The flow of progression from boss to boss is pretty simple: you enter a new zone, explore until you find a door to the next area or a checkpoint, go forward, fight the eventual boss, and repeat.