Memorable and heart-stopping combat moments are also generously sprinkled throughout City of Brass. The enemy designs aren't particularly inspired, but the rudimentary AI offers up enough of a challenge to keep you alert, particularly during moments when large groups of enemies relentlessly chase you down. There is also a sizable roster of enemies and mini-bosses scattered throughout each location, most of whom require different strategies to overcome. There's a satisfying amount of strategic thinking and creativity allowed within City of Brass' combat. Items like an explosive jar or a lamp can help clear out a big horde of enemies pushing an enemy into a venom jug will make them easier to kill docile enemies can be lured or pulled into traps like floor spikes and bottomless pits. When overwhelmed in situations where your sword and whip are simply not enough, you can use randomly scattered items or the many available traps to turn the tide of the fight. Should you be unable to break through a foe's defenses, there's the option of using the whip to pull their feet from under them before rushing in for the final blow with your blade, which feels incredibly good to do. You're armed with a whip in one hand and a sword in the other, and the interplay between them is wonderfully implemented. But while they can be dull at times, the first-person combat plays a huge part in alleviating the tedium. The lack of stage variety means that City of Brass occasionally feels like a four-level game being padded out into 12. The shortcomings in the presentation also extend to the menu-cumbersome interfaces make learning about City of Brass' levels, enemies, weapons, and gear needlessly frustrating and unhelpful. Oud and flute-heavy themes feature heavily, but like level assets, are reused time and time again. The Arabian Nights-inspired audio design is minimalist and fitting for the game's aesthetic, but is generally unremarkable. They're initially impressive to look at, but repeating textures and assets quickly become noticeable, resulting in stages that are virtually indistinguishable from another. Each of the twelve levels is broken down into four unique backdrops-cities with desert, overgrown, and opulent themes, as well as underground catacombs.
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