Since you obviously don't have the axe yet, the game replaces the no-ammo melee option with a pair of spiked gauntlets that are actually pretty fun to use. Punching enemies into mush just doesn't get old, especially when you activate the alt-fire mode and the punches turn from mere flurries into such a hyperactive torrent that it becomes hard to see what you're attacking. The other new weapon addition is the Voidsplitter, a scythe that fills in for the Aeturnum of the base game. If you complete the expansion, the game gives the option of going forward with the main campaign with the new weapons, in addition to the main campaign's array.
Beyond the weapons, the expansion is more of the same, which is good because the game is good. In keeping with how the original game was designed, the expansion has its own set of new enemies, such as archers, flail-wielding armored men, and elemental spirits.
The final boss is quite a challenge, perhaps more than any from the base game. Otherwise, the Black Labyrinth maintains the same sense of rich color. Despite the concept of being caught in a labyrinth, which might suggest tight corridors, the expansion instead goes for massively spacious rooms, some of which can shift similar to old Build engine games, and even some outdoor spaces in which you could get punished for trying to escape by making a break for the horizon. It's not a very long set of levels and is definitely worth a play for those who enjoyed the original.
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