Severed Steel first playthrough part 5.5: Firefight 2.0 and mode-specific maps
It's been half a year since I played Severed Steel, and since then, it's gotten a handful of significant updates, including a renovated Firefight mode, and new mode-exclusive maps for both Firefight and Rogue Steel. Having just recently checked out the updated Echo Point Nova demo, now seems like a good time to revisit Severed Steel as well.
Firefight 2.0 puts more thought into its scoring mechanics, implementing a somewhat Devil-May-Cry-esque combo system, which is raised specifically by stringing together different types of moves and kills - you can only get credit for each type once every several seconds. As for the new mode-exclusive maps, some of these are surprisingly huge - to the point where some of them seemed to make the game chug harder than I've ever seen before.
The new Rogue-Steel-specific maps seem generally more reasonably-sized; some of them are surprisingly colorful in contrast to a lot of the stock campaign maps I remember. There's probably close to 2 dozen new maps in this mode, which is enough to where you'll get a couple of full runs in rogue-only mode (using only the mode-exclusive maps) before you start consistently seeing repeats.
Another addition since I last played is the daily challenge, which appears to pick a level, starting weapon, and some Rogue Steel modifiers, then applies Firefight 2.0 scoring. Unlike daily challenges in some other games, this can be replayed as many times as you want within its 24-hour window (resetting at midnight UTC), and each day has its own score and time leaderboards to compete on.
The most recent addition is support for substituting in your own music by copying it to a designated folder. I didn't mess around with this, but given that some of the music tracks in this game hit YouTube's content-ID, I guess I should have...
If you already liked Severed Steel's action but felt like you'd played it to death, check out these updates if you haven't already.
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