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Thursday, October 13, 2022 3:50:43 PM

Thymesia Review (Phranc)


A Stylish Plague Doctor Offering The Sick World A Very "Physical" Treatment.

In a world where a severe plague takes over, monstrosities and madness are all over the shop. You are Corvus, a plague doctor seeking to save the world via memories. Players need to traverse different areas of Corvus' memory and battles gruesome enemies in order to find the possible way to cure the world. This is another Taiwanese game which consists of features from multiple games, mainly Sekiro. Like Pronty, Thymesia takes inspiration and adds a number of adjustments enough to differentiate itself from the shadow of its predecessors. Yes, it does have some issues regarding length and enemy design, but overall it is a solid experience as well as a decent take at Sekiro's parry-frenzy playstyle.

Things I Like About Thymesia:

1. Combat
The star of the show. Combat in Thymesia is the same as that in Sekiro -- parrying your way to victory, using dagger instead of katana. The difference does not stop here. In Thymesia, your pace of battle is constantly shifting between passive and aggressive. It is all about finding the opening to dish in your attacks, all the while parrying precisely to enemies' attack pattern. Moreover, enemies will always have a physical health bar and a "Wound" health bar. Enemies can only be executed after Wound is depleted, and Wound can only be damaged after dealing physical damage. Each of them corresponds to Corvus separate tools, thus creating a sort of dynamic between chipping damage or bursting damage. The two tactic requires a different set of upgrades, and player's critical thinking: is this enemy suitable for constant barrage of attacks, or better to do burst damage then keep distance? This situation, plus the mix of enemies' grab attacks and critical attacks requiring another set of tools to deal with, is what helps Thymesia standing out.
2. Bosses
The bosses in Thymesia are really fun to fight, except the two giant bosses that are just gimmick. Their animation are fluent, their attack patterns weighty. And because of parrying being a major feature, they are all aggressive in nature to suit the playstyle, easily making you feel overwhelmed. In reality, after learning everything the bosses throw at you, you will find out that every combo is a punishable window. Odur is a good example. He is agile, and most of his attacks contain a really fast two-hit combo. A reflex-inducing fight for sure, but a good teacher nonetheless. Players need to learn when to be on the offense and whether to use dodge or parry in defense.
3. Other Compliments
→Free respec is a really nice touch for trying out different playstyle.
→Feather parry and dodge parry is a really great counter tool for critical attacks.
→Gloomy artstyle.
→Execution animation is really satisfying to watch.
→Three types of healing and each has three slots to customize ideal side buff.
→Reaved plague weapon has the same upgrade as the permanent one.

Things I Dislike About Thymesia:

1. The Descive Point Between Sekiro And Thymesia
This is more of a personal take. I feel like Thymesia sort of misses the point of "letting the player get the satisfaction of parrying attack" that Sekiro does well. In Sekiro, besides rhythmic parry, there are also some multi-combo attacks that encourages players to spam that parry button and listen to that clean metal clinking in repeat. Thymesia doesn't do it. Instead, the game wants you to read the enemy's attack carefully. Almost every enemy has that one attack that take a century to wind up, especially the greatsword-wielding one. This design can sometime interrupt the flow, making parrying a grueling chore rather than a satisfying showoff. In other words, Thymesia takes the word "precision" way too seriously than Sekiro.
2. Final Boss
I am not against player-based boss fight. In fact, I love to see how will it use the tools to create some combo I didn't think of. However, there needs to be a buff or exclusive feature to make the fight and the boss itself truly unique. Sadly, Thymesia takes the easy route. The game just copy-and-pastes the whole player's arsenal and calls it a day. For me personally, this fight feels really underwhelming because most of the attacks the boss use I am quite familiar with. I can easily get the timing of saber attacks, plague weapons, and claws multi-hit. It would be fine if the second phase can carry the weight. Alas, it is not happening. And for some reason, the boss just keep using the same Spear Extend Attack, which further makes the fight trivial.
3. Other Complaints
→Dodge parry only works if you face directly at the enemy. A little to the side will make you take hit.
→The hub world feels rather lifeless. There really isn't much to do besides going for the next quest. Not even chatting with Aisemy.
→Upgrading the plague weapon will somehow kick you out of the selected node.
→If the game could have just one more main quest.
→I can't just respec a single node. Instead, the game will respec every point under that page.
中文小簡評
→台灣製類隻狼遊戲。
→講究架招及抓準空檔反擊。
→雙血條設定讓戰鬥節奏多了幾分層次。
→Boss戰非常有趣。(大型Boss除外)
→能夠免費隨時重新分配技能點,自由地嘗試技能搭配。
→處決動畫流暢爽快。
→雖然和隻狼一樣講求架招,但記憶邊境似乎過於追求準確度,以致有時候架招的爽快感無法與隻狼對比。
→尾王沒啥特色。
→這遊戲的“識破”要求非常高:你必須正對敵人才會成功,偏離一點點都不行。
→賢者山丘除了中繼點能用的東西外沒啥特別的,連跟唯一NPC聊天的功能都沒有。
→時長相對短,若能再有一個主線就好了。
→沒辦法單個技能重製,系統會把那整頁的配點重製。