

In practice, however, it tends to be exceedingly frustrating. On paper this makes the ensuing seconds scary and frantic, which could be good for Silent Hill. For example, one trap you encounter randomly in dungeons, the poison trap, temporarily drops your health down to one hit point. When things go bad, though, they go annoyingly bad.

While the co-op in Book of Memories is nothing revolutionary, it helps to have people at your side with whom to either stick together to more easily overcome some of the combat"s shortcomings through brute force, or spread out to collect puzzle pieces independently, greatly accelerating progressing and negating some of the need to backtrack.

Having three friends to play cooperatively with can help make the experience more worthwhile. Karma is earned by killing enemies of the opposite type (so you gain light karma for killing blood enemies), and early on you gain the ability to flip the alignment of nearby enemies, leading to an almost Ikaruga-esque strategy implementation of killing certain enemies before others. A simple magic system can also be used by collecting either "light" or "blood" karma, enabling healing skills and offensive skills, respectively. Weapons can be leveled up through extended use, but it's a long process, and it's not clear what improvements are acquired when you do so. You may find that you have an affinity for a particular weapon, but at a certain point you've seen all there is to see. Every fire axe you find is exactly the same as every other, and there are a finite number of weapon types available, negating some sense of the discovery and loot lust found in other dungeon crawlers. The stats for these weapons aren't surfaced well, but to some extent it doesn't matter. Different enemies have different weaknesses to weapons, so you might want to pay attention to what you bring with you.ĭon't you want to beat up Pyramid Head with a guitar? Both melee and projectile weapons are either one-handed or two-handed, and one-handed weapons can be dual-wielded. These weapons break relatively easily, but they can be repaired with a toolkit or simply replaced with similar weapons scattered throughout the environment. Most weapons are reminiscent of those in the earlier Silent Hill games, meaning you pick up a lot of wooden planks and steel pipes. Typical of most action RPGs, clearing a zone involves a lot of whacking enemies with weapons to get experience, money, and loot, with less of an emphasis on the latter. Like many a dungeon crawler before it, Book of Memories is built around randomized dungeon floors, or zones.
