Absolute Radiance
Hollow KnightAbsolute Radiance demonstrates scanning beam in a 2D encounter. Reveal the pivot, sweep direction, start angle, and movement speed before activation so the player can plan where to cross.
A sustained beam sweeps across space from one side to another, turning a line hazard into a timed crossing or pacing challenge.
Reveal the pivot, sweep direction, start angle, and movement speed before activation so the player can plan where to cross.
Autoplay is disabled by the reduced-motion setting. Use the timeline slider to inspect the loop.
Tune the signal, commitment, geometry, response, and recovery of a scanning beam as one rule.
Reveal the pivot, sweep direction, start angle, and movement speed before activation so the player can plan where to cross.
Players can move ahead of the sweep, cross through a permitted gap, use cover, or rotate around the pivot at a safer radius.
The sweep pauses at its final angle and powers down before the pivot resets, avoiding an invisible damaging snap back to the start.
Changing sweep speed mid-attack without a cue invalidates the timing learned from the beam’s earlier movement.
If the visible scanning beam cue promises a different area or timing, the player cannot carry the learned rule into the next cycle.
Tune angular speed, beam width, pivot position, sweep range, and arena obstructions; test inner and outer routes separately.
Reverse after a pause, move the pivot, or pair two scanners with offset timing while maintaining visible paths.
The sweep pauses at its final angle and powers down before the pivot resets, avoiding an invisible damaging snap back to the start.
A sustained beam sweeps across space from one side to another, turning a line hazard into a timed crossing or pacing challenge. The encounter uses that rule as a short promise: a visible signal, a committed action, and a result the player can verify.
Players can move ahead of the sweep, cross through a permitted gap, use cover, or rotate around the pivot at a safer radius. Tune angular speed, beam width, pivot position, sweep range, and arena obstructions; test inner and outer routes separately.
Changing sweep speed mid-attack without a cue invalidates the timing learned from the beam’s earlier movement. Do not hide that distinction behind extra effects or tracking that the announced rule does not contain.
Absolute Radiance demonstrates scanning beam in a 2D encounter. Reveal the pivot, sweep direction, start angle, and movement speed before activation so the player can plan where to cross.
Phrike demonstrates scanning beam in a 3D encounter. Players can move ahead of the sweep, cross through a permitted gap, use cover, or rotate around the pivot at a safer radius.
Ziva the Engineer demonstrates scanning beam in a 3D encounter. Tune angular speed, beam width, pivot position, sweep range, and arena obstructions; test inner and outer routes separately.
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