Drifting Lands tries to impress by mixing the genres

FORGET ABOUT THE PLOT

There are no particular narrative premises to be the background to Drifing Lands, as mere pretexts to get on board our ship and go to blow up the dozens of other shuttles that will oppose us.

 

There are three basic models to choose from, from the fast spaceship but with low armor to the slow and resistant colossus, obviously passing from the balanced one. With only three ships available you can not wait who knows what variety in the game but each of them has a set of skills that allows you to take a different approach to battles, enough to arouse curiosity in the player and instill the desire to try alternatives different from initial option. Exactly as if we were talking about the

 

Diablo classes, in fact, each vehicle has different sets of abilities, passive and active, available that the player can buy and select in complete freedom from one game to another, in a hangar that acts as a central hub. There is nothing complex and if you have already got to grips with any talent-based RPG, you will know exactly what awaits you on Drifting Lands.

 

Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. in a hangar that serves as a central hub.

 

There is nothing complex and if you have already got to grips with any talent-based RPG, you will know exactly what awaits you on Drifting Lands. Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent.

 

The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. in a hangar that serves as a central hub. There is nothing complex and if you have already got to grips with any talent-based RPG, you will know exactly what awaits you on Drifting Lands.

 

Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent. The controls are all in all responsive but you do not perceive the accuracy required to

 

fully appreciate the bullet hell. it’s nothing complex and if you’ve already got your hands on any talent-based RPG, you’ll know exactly what awaits you on Drifting Lands. Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the

 

Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. it’s nothing complex and if you’ve already got your hands on any talent-based RPG, you’ll know exactly what awaits you on Drifting Lands.

 

Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell.

 

Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a

 

variety of enemies not exactly excellent. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. Then there are also statistical points and features to keep under control to maximize the damage, the chances of criticism or resistance, all in line with the best hack ‘n’ slash out there. Unfortunately, the Alkemi production shows the side right when the gameplay is examined, due to a slow pace and a variety of enemies not exactly excellent.

 

The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. because of a slow pace and a variety of enemies not exactly exalted. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell. because of a slow pace and a variety of enemies not exactly exalted. The controls are all in all responsive but you do not perceive the accuracy required to fully appreciate the bullet hell.

 

In short, a little ‘experience in the development team, lacking fluidity in the movement of the shuttle and also lacking internships able to remain etched in the memories of the player.While on the one hand the choice to generate hundreds of game patterns is a great find to give the product infinite longevity, on the other it makes everything too flat and not much sought after leaving the most demanding players rather cold towards the title. Even the backdrops do not help, with a very clean but

 

not very evocative, then end up by force of things, given the huge amount of internships, to have the same assets recycled to the point of nausea. Without going to bother the giants like Ikaruga, where to learn by heart attack patterns, the waves and even memorize every single shot was essential to be able to fully enjoy the experience, on Drifting Lands everything is turned to a much more approach casual, where to arrive alive and alive at the end of the mission is absolutely more important than

 

performing in spectacular scores. Drifting Lands thus becomes a game dominated by the more accentuated “farming”, where the need to repeat levels on levels to improve their spacecraft is the only stimulus to continue. A pity if we think of the potential that this production hid under the armor. The gameplay, rather slow as we said, is enriched by specific bonus multipliers, a mana bar and an energy shuttle, solutions that do not serve to improve the final result. where the need to repeat levels on levels to improve

 

their spacecraft is the only incentive to continue. A pity if we think of the potential that this production hid under the armor. The gameplay, rather slow as we said, is enriched by specific bonus multipliers, a mana bar and an energy shuttle, solutions that do not serve to improve the

 

final result. where the need to repeat levels on levels to improve their spacecraft is the only incentive to continue. A pity if we think of the potential that this production hid under the armor. The gameplay, rather slow as we said, is enriched by specific bonus multipliers, a mana bar and an energy shuttle, solutions that do not serve to improve the final result.