I just played through this hold for the first time. In terms of difficulty, the hold is fairly tough but definitely not unmanageable. At least for the ending I got, I had at least a bit of leeway, though this hold is certainly significantly tougher than TT for example.
I think this hold could have been really fun but is kneecapped by a couple of design choices which I shall list in no particular order:
- A lot of the time it is unclear what your next goal is as a player. This is never the case in TT as it is always obvious that you need to be getting a blue key, or killing a particular boss or getting a weapon/shield etc. This is made worse as for most of the hold keys and health is limited and so exploratory runs are pretty hard to make.
- Slightly separately, there is absolutely no guidance as to what the different endings are and how to achieve them right up until you get to the end of the hold. This just feels like being purposefully obtuse.
- I disliked the way accessories are used in this hold. Mainly that for 90% of the hold it is entirely unclear about how and where to use the accessories and so you're left wondering whether you missed something.
Overall, while aspects of this hold were fun, and surprisingly the levels were fairly coherent despite the different architects doing them, this hold fell short of what it could've been.
Fun: 7
Difficulty: 7
As a sidenote, I was planning on doing a blind LP of this, and in fact even started doing so on this runthrough. However, my frustrations and having to do lots of replays through sections multiple times meant that I don't think these videos are particularly enjoyable to watch. However, I think I will still do a video series on this hold, particularly looking at one of the endings I did not get.
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