Each level throws waves of enemies at you in varying patterns learning patterns and enemy types is critical. That said, combat is Drifting Lands’ bread-and-butter (all the food references), and combat feels good. Though you unlock the ability to use more skills over time, there’s not much incentive to change once you find a set you like. You’ll also equip two passive skills, though it feels more like one since Automatic Retreat, the passive that keeps you from losing your ship when you die, counts as a passive. In addition to hardware, you’ll equip special skills to help tackle enemies.Īctive skills range from temporary shields and health restoratives to damaging explosions and aerial mines. Some ships are slow and tanky, while others are quick and delicate. You start by choosing one of three ships, which functions as the game’s difficulty modifier. This means you’ve got a bullet-hell shooter mashed up with loot grinding, constantly improving your ship with new equipment. The formulaĭrifting Lands mixes the formulas of games like Ikaruga and Gradius with Diablo. Many loot grinders can fall into this trap, unfortunately.īut you’re probably here for the bullets and the flying and the loot grinding. Drifting Lands features diverse characters, which is a plus, but feels secondary to gameplay instead of complementary. Though your main character dialog feels flat, the story is more interesting than expected for a loot grinder. As the story unfolds you find yourself in the center of religious feuds, illegal smuggling, and more. You work as a mercenary, running scavenger missions to help support The Ark, but also taking on quests from others as well. You’re a pilot on The Ark, a last bastion of human survival. A complex loot system mixed with the hardcore action rewards risky behavior and keeps the tension high, even with some technical missteps.ĭrifting Lands takes place after a cataclysm destroys the world. Balancing the quest for better loot and the core gameplay takes a special touch though, and Alkemi’s Drifting Lands found it. For a while in the mid-2000s, the big trend was “RPG-elements.” Introducing experience points, leveling up, and increasing stats seems like an “easy” way to boost the life of any game.
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