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File: eyeprequel.jpg (821 KB, 3420x1930)
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>wtf is "Daimon Blades"?
Prequel to E.Y.E: Divine Cybermancy
>how did it engooden?
Massive optimization and debugging efforts, the constant crashing has been hammered out of the game for the most part and fringe cases are getting fixed every patch. Frame generation and accessibility options were included.
Combat was rebalanced to make it less of an arcade-y one-shot palooza, you no longer get hit from whatever invisible energy waves the enemies flicked your way, no more weird shit like homing missile enemy charges, it's a lot clearer when you're supposed to parry now. You can actually view the loot you've accrued during your run.
Slow but steady multiplayer stabilising, you don't lose connection nearly as much as before, even with high ping and half your team playing from a continent away.
The procedural level generation has received a major upgrade as well, levels actually feel like levels instead of template blobs haphazardly thrown together. Some seeds can still turn out iffy but it's night and day from how it was at the start. Traps are finally appearing more than once a blue moon.
>but is it worth playing?
At full price as it is, it's debateable. On sale, yes, most definitely. There's still a pretty long road ahead to the full release, but it's no longer a game only a diehard Streumon Studios fanboy could play while whistling and looking away from the miserable technical state.
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New boss and biome were added too, it's not the biggest change ever but they make for a fun change of pace.
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I think this game lost the power of first impressions a month ago.



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