by Amr (@siegarettes)
- Momodora: Reverie Under the Moonlight
- Developer: Bomb Service
- Publisher: Dangen Entertainment
- Switch, PS4, Xbox One, PC
The Momodora Diaries are a chronicle through Momodora Under the Moonlight.
Turned off one of the defensive items. Mostly because I wanted one of the additional passive abilities and there’s only two slots for passive, but it’s also helped me get a better feel for the combat rhythm. Not that I didn’t before, but being forced to be more careful does change up the space a bit and makes me more aware of the arrows’ utility.
I’ve also found out that the poison clouds that my arrows now make can also poison me. Rude. Though I do appreciate when effects and environmental dangers have the same rules applied to both the player and the enemy. It doesn’t happen often, but every time I interrupt an enemy attack or knock them into spikes I get a big kick out of it.
Aside from the air dash, which is great, I haven’t enjoyed the traversal upgrades much. They’re limited and they don’t change up the way you navigate the spaces much. Combat has remained mostly the same as well since there’s only one weapon.
One aspect of the combat I do enjoy is the roll cancel. I wish there was a slightly bigger window, but if you hit an enemy you can immediately cancel into a roll and get behind them while they’re stunned. It’s great for getting into a better position when multiple enemies are approaching, and since you can’t perform a roll if you’ve already buffered an attack it’s made more conscious of my attack timing instead of mashing it out.
Faced another boss, and it was nice to feel the lethality of the combat there, but they also went down fast which I enjoyed. I’m starting to realize that I really enjoy it when both the player and the enemies are fragile.
When I played Assassin’s Creed Origins I used the PC edits to make all the enemies take a ton of damage from each hit, while playing on hard mode so that I had to play very cleanly. Same idea applies here. Dying fast means I have to pay attention, but killing fast means that I don’t get the frustration of enemies who take too many damn hits.
I’m gonna leave the defensive items off for now and see how the combat feels, but I won’t bar myself from adding them on again if waters get choppy. I’m near the conclusion so we’ll see how that shakes out.