Wo Long: Fallen Dynasty, out today, gives its typically tough, 'masocore' action an approachable twist. Here's our review, in case you missed it:
It's a rather cruel first hurdle to put in front of you, perhaps characteristic of Team Ninja's"masocore" sensibilities, but almost an anomaly to the rest of the marathon ahead of you. In leaving behind the Nioh series set in Sengoku-era Japan, the studio introduces new mechanics and features that actually make Wo Long one of the most approachable Soulslikes I've played in years, without simply sticking it in easy mode.
Some of this is down to some more forgiving changes from Nioh. For instance, falling into water or off a cliff isn't an insta-death, while running or even normal attacks don't consume stamina. You don't even lose all your Qi, Wo Long's equivalent of Souls for leveling up your character, upon being killed, though you will have to exact revenge on the enemy who felled you in order to retrieve any you've lost.
Deflecting is where things get interesting. Soulslike veterans will understand that blocking is a less productive form of defence compared to dodging, whereas Bloodborne did away with shields altogether. Deflecting in Wo Long initially seems counter-intuitive, because it's actually the same button for evading, yet in practice it's kind of genius. My instinct is already to dodge an incoming attack, but time it right and that dodge becomes a deflection.
Landing fatal strikes is also how the game becomes easier, due to its relationship with Wo Long's morale system. Displayed as a number above an enemy's head, morale in Wo Long works like an enemy's level in an RPG, where you can use it to gauge whether you should have a go or give them a wide berth.
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Efficacy of first dose of covid-19 vaccine versus no vaccination on symptoms of patients with long covid: target trial emulation based on ComPaRe e-cohortObjective To evaluate the effect of covid-19 vaccination on the severity of symptoms in patients with long covid. Design Target trial emulation based on ComPaRe e-cohort. Data source ComPaRe long covid cohort, a nationwide e-cohort (ie, a cohort where recruitment and follow-up are performed online) of patients with long covid, in France. Methods Adult patients (aged ≥18 years) enrolled in the ComPaRe cohort before 1 May 2021 were included in the study if they reported a confirmed or suspected SARS-CoV-2 infection, symptoms persistent for |3 weeks after onset, and at least one symptom attributable to long covid at baseline. Patients who received a first covid-19 vaccine injection were matched with an unvaccinated control group in a 1:1 ratio according to their propensity scores. Number of long covid symptoms, rate of complete remission of long covid, and proportion of patients reporting an unacceptable symptom state at 120 days were recorded. Results 910 patients were included in the analyses (455 in the vaccinated group and 455 in the control group). By 120 days, vaccination had reduced the number of long covid symptoms (mean 13.0 (standard deviation 9.4) in the vaccinated group v 14.8 (9.8) in the control group; mean difference −1.8, 95% confidence interval −3.0 to −0.5) and doubled the rate of patients in remission (16.6% v 7.5%, hazard ratio 1.93, 95% confidence interval 1.18 to 3.14). Vaccination reduced the effect of long covid on patients' lives (mean score on the impact tool 24.3 (standard deviation 16.7) v 27.6 (16.7); mean difference −3.3, 95% confidence interval −5.7 to −1.0) and the proportion of patients with an unacceptable symptom state (38.9% v 46.4%, risk difference −7.4%, 95% confidence interval −14.5% to −0.3%). In the vaccinated group, two (0.4%) patients reported serious adverse events requiring admission to hospital. Conclusion In this study, covid-19 vaccination reduced the severity of symptoms and the effect of long covid on patients' social,
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