That attention to detail is what gets me definitely enthusiastic about Mortal Crux Dark And Darker Gold. This gameplay snippet released over Valentine's Day is a good example. Walker's come returned to this set piece of a clockwork elevator a few instances, and it is a knockout on its very own, with intricately lively gears and chains like a German clocktower truely selling its seventeenth-century construction—no longer the goofy contrivance of a FromSoftware platform with a button you stand on in the middle!
Mortal Crux then goes the extra distance to add collectible cave mushrooms that whizz on by using as the elevator descends. If you are brief enough, you may grab some of this precious crafting useful resource and get treated to a lovingly-rendered zoom in of the model, whole with a parchment-style tooltip masking that juicy lore in addition to its sensible uses.
Similarly, I'm always inspired by means of Mortal Crux's addition of emergent, nearly-immersive sim-like detail to its global. Throwing weapons can block magic spells in mid air, with the ensuing collision probably captivating that thrown weapon. Ditto for a sustained, flamethrower-type spell a good way to evaporate arrows and magic missiles out of the air, while ice spells will freeze enemies, priming them for a shatter.
I love this reactive form of layout, and it takes me back to shooting hatchets out of the air in Resident Evil 4 or being not able to climb slippery rock faces while it is raining in Breath of the Wild. It's a simulationist sensibility that I have not seen in many recent Western RPGs Dark And Darker Gold for sale, except Larian's commitment to slapstick antics inside the Divinity series.
The Wall