Massive Darkness 2 Details! - Part 1

 Rockstar, what's up today? I will talk about Massive Darkness 2 and all the details we know leading up to the Kickstarter so that we can go through everything and learn about the structure of the game that will go into the campaign, I will cover the campaign in a video later this week let's review and talk about the structure of the campaign on Kickstarter, but for now let's go ahead and start with the details of the actual game, as always, to start with a quick thank you to my YouTube supporters and members, through their generous support, much of this channel is made possible funded, and this is because I don't take any money from the gaming companies I claim to criticize, so I can remain honest and independent with everything you say, so if you appreciate it I hope you enjoy the wonderful contributions to appreciate what they do, if you don't part and you want to join there are links below, also there are links to Merch and Am azone n you can share you can like you can comment pu o sign up this is all super useful and regardless of everything i am glad you are here now the details of the game uh this is from the playthrough this is from the articles this is from the facebook posts all kinds of information i could collect i used here now there it's a rule book I assume it will be posted on the campaign website, I'm filming it the night before it goes on the air. Um, I don't have access to the rules. Come on, don't really talk to me. I can only guess why, ahem, but I have tried to contact them and I hope I can get some more information and they can see the use this will have for you guys so I hope it is possible but if not we will do it as we are doing now and I will hurry to look for information hopefully but it would be helpful, I know it was helpful for me to collect myself, especially all the different tweaks and a playthrough on Quackalope's site, which I will link to below, is actually quite enough useful, I guess it will be on

The Kickstarter campaign page too, but if not take a look, if you have three and a half hours to spend it's actually interesting to see at least the first half of it, although I'll cover a lot of it, so you could probably skip almost the first half of the video or the first quarter of it or whatever because I'll just summarize it to address it. The first thing they do is simplify a lot. Now it's kind of a Starcadia mission scenario where they are making some pretty drastic changes, so I think they are actually changing a lot more than the Starcadia mission to the Arcadia mission, because example right now you are rolling for an attack, so both attack die and monster die are rolled together, ahem means there is no counterattack phase or something, instead you see their attack or ability and then your attack or ability and you just have to combine now monstrous dice check both their abilities and their counterattacks so you see how some claw marks that are their counterattack but in addition there are other symbols there and depending on the mob or whoever you are fighting they can also interact with these It's something that can't always happen when you call massive darkness, it would just be so quite a skill, and now it's kind of tied to those cubes, so kind of 'more random there, and this will be kind of a theme for some things here, so keep in mind that the spawn has also been simplified. It's always the same now you generate as many enemies in the crowd as there are players and then of course there is a crowd of diapers, so many mafia units are dying, so you will always fight if you have a game playing with four players, four of each mob it doesn't matter, the mob or something, um, is a little less variety which means you can't have weak enemies, there are many or many enemies or few enemies that are stronger, instead they are always a little generalized and a little lean to simply be the same

At the end of the video I will talk about the specifics of these mechanics so that you can get an idea of ​​what this variety of this asymmetry is, but now let's move on, ahem, here too the bosses are roaming like monsters and the bosses are doing well so slightly different, because they have their own special tiles and when you reach them at that point it's pretty much a boss so the rest of the level stops mattering and at that point you focus on the boss room, uh, maps have more on them too so that the map tiles look very very different so now they have spawn and treasure symbols on them so when you go and open a room you see there is one spawn and two treasures so do both treasure and spawn and then you're done and it's really your kind of thing saying oh if possible you create monsters at a higher level or something that is very massive again D Disgust for them is, but um, otherwise the symbols are integrated to say ttly in the tiles of the map itself, also they have more things like spiked traps and things like that, so there are terrain issues to look out for besides light and dark, also you no longer transfer when you call In Massive Darkness One you can combine items for get a better version of an item or a better level of an item and instead you can still do it but only in a forge, which is a kind of token on a map, depending on the scenario you have to go to a specific place for this and finally you will notice very quickly that the light and dark areas of the contrast are again significantly improved. I'm not sure why that was. I think some people have had how much confusion about where it was dark and where it was light, I've never done this in my many many playthroughs, but I think for some reason they really wanted to do it so it looks very different, it's very noticeable if it's gray light or dark very dark um while in massive darkness it looks a little more purple um and maybe it does but I think the contrast is honestly higher too and that kind of port

in a kind of cartoonish look, so let's actually talk about it now Massive Darkness 2 has a different style of mistake that was pretty lighthearted and pretty silly in its art, but it was very much based on D stuff more or less and massive darkness is further away from that too you have goblins with huge heads that are all squat, you know angels that have hexagonal deus ex machina type of tech cube heads that go off, it all feels a little more over the top and just a little more cartoonish , now some people go some people won't like it, um, the only thing i would say is that i watch comedy where they attacked some succubus and i think its very strange to have succubus and cartoon style in the same what, uh, because in part it feels like it's a little more family-friendly like the Su Kkubus or the Best Dressed Succubus I've ever seen um but at the same time you still have a succubus and God forbid your child asking what he is tr atta anyway it's just um is a little bit at odds with his argument so I want the demon head to take it off, uh, but the demon head is a little cute now, that's how it is, but that art style out of the way board is infused through all the objects and all the character designs and the art and all that kind of thing, definitely, uh, on a lighter note, the huge darkness doesn't take itself seriously judging from looking ok now from now on i will just talk about some random stuff uh just weird stuff i noticed you might want to point this out too and then we will get down to character class mechanics so you can choose your turn order at the start of each turn so each turn can be a different turn order that you can discuss in a very similar way to a zombicide there I feel who I am actually I prefer the player with the pen turns more so for me that's a good thing, but it's something that you have to deepen knowing that you will speak very early, ah

each round who will do what if the paladin goes first and upgrades the people and then or or whatever that may be plus the shadow area not only affects your kind of shadow ability that each character also had from massive darkness except you get a shadow die and a shadow die can add attack, can add defense, can also activate your ult which is why we're really working on it when we read before that ult is a random thing you do, roll and happen randomly it's not really something you necessarily control, but you can try to re-roll with that diet and then the Massive Darkness 2 Core Box will contain 10 one-shot scenarios and no campaign modes, instead a campaign is offered on the first day of the expansion, so today if you look at that the day I started it if you go to their campaign going you will see an extension for the campaign which then makes these 10 able to come in as a story and arrive It will be its own kind of ruleset and the campaign mode was built from the ground up rather than something that was the end thrown like it was in the huge darkness of a Kickstarter. So this is good news for anyone who loves that it builds slowly instead of some sort of acceleration ramp um, really, one-shots are very Zombicide-like if you are familiar with this as you go from blue to red and Zombicide, you get this huge increase every time but reset every time which worked great except for those who want some sort of slow abandon of a campaign now you can get that too and I confirmed they have plastic shells for their type of tabs of players, so it's huge, it's a big part of this partnership that I think is coming with another company that they announced on their website, but in practice we will have

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