We're definitely interested in what this new engine will offer in terms of
actual team gameplay, but for now, we'll have to wait for a more finalized product.
Not exact matches
The following details come from 4Gamer, translated by DualShockers... - SMT producer Kazuyuki Yamai explains that this is the first time on a long time that a numbered Shin Megami Tensei game gets released on home consoles - he aims to develop it properly, without making any compromise - details are being filled up, art is being created - the process is in the «scrap and build» phase, iterating the
gameplay on the
actual console -
team is in a phase of iteration and trial and error.
Yes, there is a campaign mode, but the story relies heavily on
actual gameplay made up of attrition (Titanfall's version of
Team Deathmatch) matches with a couple Hardpoint Dominations (territory capture) thrown in.
Even though it lacks a true single player experience — disappointing considering its potential — Titanfall's
actual gameplay, featuring massive, uber - powerful mechs, more than makes up for the half - baked narrative that exists to give you a reason to kill the opposing
team.
Granted, part of the reasoning is that the game itself already uses
actual random in - game loot as a «core
gameplay aspect,» something the Capcom
team doesn't want people to skip via microtransactions, gambling or not.
This is a great way of incorporating storytelling into the
actual gameplay itself — something the
team has been doing since the original game was released.