![]() Enemies and their loot drops are different depending on which route you take, so there’s reasonable incentive to take different routes through the game.Įquipment is rated with numbers that denote both its strength and potential degradation. Your job is to get past six levels, but levels 2-5 have you select your route, so there are technically ten levels in the game in total. I’m even going to go as far as saying I enjoyed it. Despite all the shortcomings I’ve already listed, Zombie Hunter is a strangely solid game. The music is manic, but it isn’t really all that bad. There’s very little animation aside from your armor-person’s kickywalk. Zombie Hunter doesn’t want to track off-screen enemies, so just deal with it. You don’t get experience, and you don’t get any loot. You can’t advance forward when combat is active, but if an enemy falls off the edge of the screen, they’re just gone. The loot they drop is always the same, except sometimes they don’t drop anything at all. The enemies on each screen are always the same. Not the combination of genres, but the almost half-assed meshing of systems. You have to jump over some holes, but not too many, and falling in a hole doesn’t mean instant death. It’s all about experience points, gold, and inventory management. Yes, it’s the unholy marriage of side-scroller and RPG. You side-scroll screen by screen, then some enemies pop out and you swat them to death with your iron death stick. These encounters are like the random encounters of a typical JRPG, but they’re always the same. It’s excessive! Then you actually start moving, and then you stop because there’s an encounter. Half of the screen in Zombie Hunter is taken up by its HUD. I know this, because the first thing the game does upon being started is scream at you, “Hai Sukoa!” It was a nice jumpscare to start the game. Instead, it just mentions Hi-Score Media Work Corp, which was sued out of existence by Enix over a screenshot of Dragon Quest 2. It tells me it’s from 1987, but doesn’t really tell me it was developed by Lenar. You know the opening of No More Heroes III where Travis Touchdown outlines this weird Deathman game, and the gamer part of your brain tells you that such a game couldn’t exist in the time period it’s supposedly from? That’s Zombie Hunter. Doing what’s suggested below will come with its own caveats (visual artifacting), but make the game run a lot better.Zombie Hunter looks like a fake game. As Reddit user Tsuki4735 explains in the post embedded below, by default Synchronous Shading means the game will have to stop running intermittently while shaders compile, causing lots of stuttering. Related: Star Ocean The Divine Force Review | Going BoldlyĬurrently, if you want to have a better experience with The Divine Force on Steam Deck, you can try to use Asynchronous Shading. This is an issue that could very well be temporary if Steam is able to eventually pre-compile shaders for the game. The culprit, however, seems to be because shader compiling having to run in real-time. Star Ocean The Divine Force seems to run pretty poorly on Steam Deck, if you just try to load it up natively. The answer, which we must stress is being written the week of launch, is complicated. Can it run on the Steam Deck though? Is Star Ocean The Divine Force Compatible on Steam Deck? The latest big RPG release is Star Ocean The Divine Force, a great entry in one of Square Enix’s more fascinating series. Sure, this particular handheld is the size of a small cat, but it feels surprisingly good to hold. This device makes games you’d never think in a million years could run on a handheld… run on a handheld. We love a good Steam Deck article here at Prima Games.
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