The Cursed Crusade is an action gameset during the Fourth Crusade in the Holy Land, called by PopeInnocent III at the turn of the twelfth and thirteenth centuries: thesetting and the historical-era iconography to offer KylotonnEntertainment, developer of the game, the cue to propose a scenariofull of fascinating items which clashes with cold blend with somedigressions into fantasy style, like the ability to immersethemselves in demonic parallel dimensions in which to fight. Ouralter-egos, DS de Bayle, is a young nobleman of French origin whojoined the crusade to put the fate of his father, never to returnafter its last mission in the Holy Land. In our adventure we will notbe alone, but accompanied by Esteban Noviembre, a mercenary fightingso much Spanish as ironic: the elegance and skill in battle worn byDS, as well as his sense of justice, will therefore becounterbalanced by giving rise to the cynicism of Esteban to a pairof opposites, however, which would soon helping each other to attracteach other. This duality is in fact well pointed out by the variouscut scenes, which disseminated the gameplay, which on paper are aimedat a more engaging atmosphere in which are brought to life thevarious adventures of the duo.

In terms of game structure, The CursedCrusade relies on the linear progression of different levels, dividedinto five chapters, which characterize the unfolding adventure andprovide longevity to the latter: for each level we make our way byputting carpet the many enemies that you pareranno before moving fromone point to another of the different historical locations. Theprogress of events, therefore, does not allow digressions structuraldetails as well as the gameplay, based
on course-to-hand combat, isessentially imprint on the classic rules like this hack'n'slash.

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From this point of view, The CursedCrusade offers a large amount of weapons to one or two hands, whichcorrespond to different fighting styles for many approaches to war:the various combinations of weapons (swords, axes, maces, spears,shields, crossbows and so on) are joined to the two types of attack(weak or strong and fast and slow) giving rise to a range ofinteractions quantitatively significant, especially considering thepossibility of coupling the free use of these weapons. It should beemphasized in any case the absence of the classic inventory fromwhich you can equip different weapons: the latter will therefore onlycollected from the ground along the way and used from time to timewithout the possibility of preserving them, at least until theybreak. The game provides that all weapons are subject to wear: onceunusable we will make a virtue of necessity replacing them with thoseabandoned by the enemy.