![]() Hellpoint adds demonic swarms or a “mini-horde mode” whenever the current area you’re in is facing the black hole. The concept unintentionally diluted the bestiary since it’s as though you’re fighting the same mobs over and over. Conversely, some opponents I faced in earlier levels wound up having giant-sized boss versions too. A couple of bosses from the initial areas, later on, had regular-sized variants that populated multiple rooms (and they were still deadly). ![]() What did strike me as odd as I continued to progress was how bosses ended up with “regular mob” copycats (“being a copycat” is indeed a recurring theme). On the flip side, Hellpoint does offer some epic boss fights much like what other Souls-like games attempt to do. Would you like to lock on an enemy so you can focus easily on your attacks? Sure, but be prepared for wonky moments when your camera starts jiggling in odd angles, or, worse, when the game can’t decide whether it’ll auto-lock on the next enemy or force you to do it manually. Do you want to chain a combo, but also block immediately when needed? Nope, you’ve gotta wait for that slow-as-a-turtle animation to finish. The downside is that combat in Hellpoint, all too often, feels clunky and cumbersome, and your character’s movement and animations don’t do it any favors. Next, there are dash and jump attacks to give you more options. ![]() For starters, you’ve got your usual array of light and heavy attacks, a block, a dodge, and a stamina bar that governs all of that. ![]() Regrettably, the action in Hellpoint is what Dark Souls would be if the latter remained sluggish and bland. It’s easy to think of Hellpoint as “ Dark Souls in space.” True enough, the game borrows from Souls‘ HUD elements in terms of health or stamina bars, as well as that dose of brutal, melee-focused combat. ![]()
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