Chasm | First/Blind Playthrough | Part 1/15

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Chasm
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Chasm (2018)
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What is Chasm?

Welcome to Chasm, an action-adventure game in which you play a new recruit undertaking your first mission for the Guildean Kingdom. Thrilled to prove your worth as a knight, you track strange rumors that a mine vital to the Kingdom has been shut down. But what you discover in the mining town is worse than you imagined: The townspeople have disappeared, kidnapped by supernatural creatures emerging from the depths.

Honor-bound to solve the mystery and restore peace to the Kingdom, you embark upon an epic adventure, with deadly battles against cunning monsters, exploration of ancient catacombs and castles, and powerful new equipment hidden at every turn. Though the overall story is the same for all players, your hero's journey will be unique: each of the rooms has been hand-designed, and behind the scenes Chasm stitches these rooms together into a one-of-a-kind world map that will be your own.

Explore the depths below a remote mountain town in this procedurally-generated Adventure Platformer. Taking inspiration from hack 'n slash dungeon crawlers and Metroidvania-style platformers, Chasm will immerse you in a fantasy world full of exciting treasure, deadly enemies, and abundant secrets.

Chasm is a Metroidvania video game developed and published by Maryland, USA-based studio Bit Kid, Inc. Inspired by Castlevania: Symphony of the Night, Chasm tells the story of an aspiring knight eager to prove their worth, on a quest to a mining town whose resources are essential.

Although the story is the same for all players, the exact layout of the world map is unique for each adventure, through the game's use of procedural generation combined with handmade room sequences. Combat (also similar to Castlevania) gives the player an option of a melee weapon and a sub-weapon to do most of your damage.

As the players venture down into the mine, they can level up, collect new weapons from swords to whips, use artifacts which make the environment explorable in different ways for new areas. The boss fights in the game rely on memorizing attack patterns. Besides that, there are rooms with moving or disappearing platforms, environmental hazards and traps, making a balance between combat and platforming.

On the journey, there are townspeople trapped in cages. Releasing them sends them back up to the town, with a shop or service offered in the process, and unlocks a new sidequest expanding on the service they offer. Each map is segmented into themed sections like catacombs and gardens.