That attention to detail is what gets me really excited about Dark And Darker Gold Mortal Crux. This gameplay snippet released over Valentine's Day is a good example.
Walker's come back to this set piece of a clockwork elevator a few times, and it's a knockout on its own, with intricately animated gears and chains like a German clocktower really selling its 17th-century construction—not the goofy contrivance of a FromSoftware platform with a button you stand on in the middle!
Mortal Crux then goes the extra distance to add collectible cave mushrooms that whizz on by as the elevator descends. Ditto for a sustained, flamethrower-type spell that will evaporate arrows and magic missiles out of the air, while ice spells will freeze enemies, priming them for a shatter.
If you're quick enough, you can grab some of this valuable crafting resource and get treated to a lovingly-rendered zoom in of the model, complete with a parchment-style tooltip covering that juicy lore as well as its practical uses.
Similarly, I'm continually impressed by Mortal Crux's addition of emergent, almost-immersive sim-like detail to its world. Throwing weapons can block magic spells in mid air, with the resulting collision potentially enchanting that thrown weapon.
I love this reactive sort of design, and it takes me back to shooting hatchets out of Dark And Darker Gold for sale the air in Resident Evil 4 or being unable to climb slippery rock faces when it's raining in Breath of the Wild. It's a simulationist sensibility that I haven't seen in many recent Western RPGs, with the exception of Larian's commitment to slapstick antics in the Divinity series.