Every RPG player feels the temptation to hammer too well. Many people get the excitement of gathering everything that can be imagined in a game, if not just to simply have everything even if they never use it. Everything comes to it “only in case” mentality where you are not sure if they will eventually need a weapon or object, so when collection it stops either in their inventory or goes directly to their stash for storage. As a result, the majority of these objects ends collecting dust, which acts as dead weight that is later sold, dismantled or otherwise discarded. Lost soul asideAs it turns out, the perfect method for avoiding this problem – in terms of weapons, has at least.
Lost soul aside Have their problems, but it is not without any pretty good features. One of these features is something it never explains directly, but if players read the fine print, they will notice that they are actually encouraged to store as many weapons as possible in the game. There are only four types of weapons in Lost soul asideBut there are 48 gun variants that, when collected, offer players one of the most useful passive state bonuses in the game. In other words, players are encouraged to explore, find, gather and hammer, hammer, hamst.
Lost Soul to the side's Weapon Hoarding Buff is a gaming exchange
A passive state with major consequences
At first sight, Lost soul aside Seems to follow the usual action-RPG formula, where players replace weapons when the stronger is displayed. Sometimes it is true, although the game generally leans more towards not necessarily with weapons that are more powerful than the last but rather simply have different effects. What the game, however, never explains is that all weapons players still collect contributes to a passive buff in the background. Even the weakest sword that was raised early helps to increase a hidden injury multiplier, which ensures that no prey is ever completely irrelevant.
Essentially when players collect a new weapon in Lost soul asideThey add an increase of 1% to their damage, whether they use that weapon. This mechanic makes progression feel different from most modern RPGs. Instead of a simple cycle of upgrade and discarding, players are rewarded for pure accumulation. This makes every defeated manager and each breast open feels much more meaningful, which adds a sense of lasting impact on what could easily have been a single change.
Hamstring becomes its own power fantasy
What makes this design choice stand out is the fact that the normal hamstring mentality “only in case” is largely outdated, as players directly benefit from just collecting weapons. As a result, they can continue to use which weapons they prefer and leave the rest to collect dust while still serving a precious passive bonus. Rather than touching the inventory, every weapon in Lost soul aside Adds the player's overall strength and transforms how it can feel like a wasted collection into combat power. It is a smart twist that drops the excitement in hamstring while it makes it feel that it means something for once.
In this way Lost soul aside Allows players to experience progression on two levels: skill permission in battle and steady growth from the accumulation of weapons. Even weapons that are left untouched in Arsenal carrying value, which not only encourage exploration but also ensure that the grinding of collecting them feels like a valuable company. And certainly, maybe it's just an increase in the injuries per weapon, but when players have collected all 48 weapons Lost soul asideThey will have passively increased their injury by almost 50%.
Lost soul aside


- Published
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August 29, 2025
- ESRB
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Rating in anticipation
- Developer
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Ultizero game
- Publisher
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Playstation Studios
- Engine
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Unreal Engine 4

