The Persistence will take players to participate in the journey of Zimri Elder – a security officer working on the ship The Persistence, at this point, she will have to restore the ship with Serena to become about Earth.
Also, the current Zimri the player controls is just an artificial body recovered from an instance … killed earlier, thanks to this seemingly absurd mechanism that you will be able to revive limited, meaning that every time they are killed by mutants, players will be able to immediately return… starting point!
Therefore, the chosen one, which means the player will be tasked with doing everything from starting up each type of device and dealing with all dangers while Serena will take care of the logistics as well as the scene alert, remote necessary instructions.
Entering the first area, Zimri will own a stem cell collection device as the default equipment and of course, cannot be destroyed.
Accordingly, players will be able to use this device to collect cells from mutants (quite useful in the future) or fight each other directly with them.
Of course, you gently sneaking behind these aggressive mutants and draining their stem cells will be rewarded with many points that allow you to upgrade your character, but choosing to directly defeat the enemy. Enemies will save you time as well as give players some “interesting” experiences.
But, starting to enter darker areas, the enemy will be much stronger.
Therefore, in addition to the stem cell collection device, players can also buy other types of equipment such as daggers, guns and even … charm serum with FAB Chips (appear all over the map) via equipped stations present in certain areas.
As a result, your horror journey will become less scary by hoarding weapons and using them to slaughter the enemy, if you are more fortunate, the player can completely win a BloodHound or Berserker with the ability to defeat both players and enemies with just one hit.
Finally, The Persistence will let players experience a “death, resurrection” loop through each destruction.
Despite the loss of weapons, points such as FAB Chips and stem cells will be retained for the increase of stats and “body swap”.
Every so many times, you can confidently run to the following areas without spending too much time facing the enemy.
Beginning into a new area, in a quiet place with weak lights fading with each step of the character, the growls of the mutants gradually overwhelmed the silence before.
And just like that, that sour sound just grew and penetrated the player’s mind, not yet reacting, a blood-stained monster suddenly rushed from the dark with the soundtrack “goosebumps. “Sent you gently to the … early game area.
That is the situation you will come across as a “diner” in The Persistence.
Because after the first area, enemies in the next zone will gradually diversify and become stronger, not to mention a few will be able to use guns, explode, speed up and drain the character’s health bar with just one hit.
Of course, the game will not require you to face all enemies, instead, you can rely on the properties of each monster to destroy them.
Typically this is The Listener with the ability to use guns but can only detect the position of the character when moving, or BloodHound with a relatively slow movement speed and becomes dangerous only when you get too close to him.
Thereby, each enemy type in The Persistence will require you to map out different approaches, as well as cause players to pay by time if not careful.
FireSprite has succeeded in conveying The Persistence’s “soul” to players through a series of bright spots mentioned above.
But the “appearance” part of the game is not like that.
The first point to mention is that The Persistence has two different modes, allowing players to choose to use the virtual reality glasses or not.
But with its roots as a “child” for virtual reality devices, players who only use keys or handles are not much favored when experiencing the game.
Specifically, the game retains the same mechanism that requires you to focus your attention on items, or look directly at them for a short time to be able to pick them up, in general, this seemingly leisurely job is not interesting at all, even making it difficult for players in the fighting phase.
Besides, the character’s gestures are quite rough, the lack of certainty in the interactions is also easy to annoy the player.
Also, the developer is also reusing a variety of content, typically rooms in all four areas that players will gradually explore, without careful observation, you will never realize differences between each region.
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