On occasion, they don’t even have to do that because engaging with some groups of enemies seemingly triggers aggro from off-screen camps. If they don’t have the numbers advantage, the notable evasiveness of the enemy AI often finds them backing away from you long enough to recruit allies from nearby camps. Some enemies actually use their numbers to explicit advantage, unleashing tag-team moves to attempt to throw you off your game. Alone, most enemies are simple fodder, but in groups they provide more than a little resistance. It’s not barren of enemies, at least: the world you’ve returned to is overflowing with greedy bandits, shambling undead, and giant monstrosities who want to send you back across Styx. Other than that, many items you find are various sorts of health potions or status cures, most of which I never even engaged with because (thus far) things like being poisoned are never presented as a viable threat to you. That might be one thing if you have an exciting loot system, but right now Achilles does not. Rarely did any of my sidetracking bear any fruit, and when it did, it was just to add a new unremarkable weapon to my arsenal of swords, bigger swords, spears, and shields. Maybe it’s expecting too much of a modest game like Achilles, but this many years after games like The Witcher 3 and Breath of the Wild stoked our urge to explore by filling their massive open worlds with points of interest with elaborate side quests or puzzle dungeons, I was disappointed by what I found. All of that aimlessness is a side effect of the fact that the countryside between dungeons is surprisingly large, full of pretty scenery and diverse locations like rugged mountains, dark temples, and rolling hills… but it's also devoid of anything worth walking off the beaten path to discover.
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