This became a big issue during a certain boss fight, when you must target
certain areas of your enemy.
Not exact matches
Interesting and challenging physics - based mechanisms make you really work at traversing
certain areas, and these are interspersed with speedier segments
of spring - jumping, wall - running and
enemy linking.
Also, some larger
enemies have auras around them that negate a
certain type
of spell, but if a player stands in those
areas, they will receive the same resistance.
There are
certain areas of the building where only
certain enemies show up, and they won't be in the same spot every time.
Get in close in
certain areas and there are some flat textures to be found and the environment is a little sparse in places while bushes and even
enemies have a habit
of popping into existence or disappearing, sometimes at relatively close range, but overall Ground Zeroes looks mighty good and bodes well for the forthcoming Phantom Pain.
Sporadic assaults across the
enemy carrier will always lose to an opposing team that are focusing their assaults on
certain areas, especially since each part
of the ship can regenerate slowly if left alone.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end
of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch
certain objects - worlds are called Sectors, with six
areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see
enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new
areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones
of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount
of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top
of a tower without any help
of Pikmin, and instead use pipes and Olimar's jetpack - Valley
of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers
of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one
of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
Each Pawn has a knowledge rating that relates to each
enemy, quest and
area, so by selecting your minions on the merit
of their regional smarts as well as raw ability, you can learn tips on which NPCs to consult and how to tackle
certain beasts.
A lot
of the exploration and combat in the game boils down to trial and error; you may instantly get hammered by that hulking giant clad in armour upon your first meeting or be caught off guard by a booby trapped chest but once you memorise the locations
of certain traps and the attack patterns
of the
enemies you'll soon be traipsing through the
areas like the true champion you are, smiting all who dare cross your path.
-- Nintendo previously made Zelda games by making small
areas and connecting them together — For Breath
of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out
of the over 300 devs to work on specific sections
of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at
enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by
enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care
of horses to raise their stats — Can call horses over to you, but horses need to be within a
certain proximity to be called — Horses can be killed by
enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level
of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark
areas of interest — 100
of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style
of weapon has a unique set
of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A
certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order
of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end
of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to
enemies • You should no longer spawn too close to
enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat
areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner
of the flag • Fixed a problem where the capture progress bar was shown as friendly when the
enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on
certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
Upon completing the prologue
of the game, objectives become available on the map by hacking junction boxes that are scattered around the city and various collectibles and
enemy locations become available in the
area that you hack and upon completion
of certain story missions.
Many
of the side quests follow pretty similar patterns: killing a
certain number
of enemies, collecting a
certain number
of materials, killing monsters unique to that
area.
Missions can involve defeating a
certain enemy, tracking down rare resources or charting an unknown
area, and there are different missions available depending on the time
of day.
Instead
of occupying a
certain area on the map, you have to get into a marked vehicle, whether it's a bike, car, van, or truck, and drive it around the level at high enough speeds in order to dwindle the supply
of tickets from the
enemy team.
Progressive is setup kind
of like a campaign mission although you have to obtain control
of a
certain area by fighting through
enemy Norts.
When not facing
enemies in quests or collecting a
certain amount
of required items you can roam around the hub - like
area where merchants and the like reside.
However, despite the enhancement
of enemy A.I.; characters will immediately respawn after dying in combat and there are some puzzles that require changing to another character in order to gain access to
certain areas or generally progress.
Just like in Dark Souls, the main character can simply run by
enemies, but will have to deal with the legion
of enemies that follow - running can greatly help out for when you return to
certain areas.
The most important reason why I was able to go through the story and the endless re-spawning
of enemies as
certain areas was the fact that Bungie knows how to make the combat feel great.
This required you to learn the pattern
of your
enemies and
certain environmental hazards, and you often had to replay the same
areas over and over again until you found the best way through each obstacle... and even then you could find yourself turned into a pile
of bones.
If you do die, the game has a quick load feature where it reloads in the last
area where you previously finished a wave
of enemies or passed a
certain area of the map.
There are
certain areas in the game where you must survive multiple waves
of enemies and these are unlocked as Challenge maps with a timer and medals for your score.
You could, theoretically, play a good amount
of the game as the chicken and even take on
enemies, though DrinkBox said that
certains area will still require Juan's abilities from time - to - time.
The team - up moves from DKC2 return, with Kiddy being able to throw Dixie to great lengths and find out -
of - reach secret
areas, while Dixie can throw the hefty Kiddy to bulldoze
enemies and break
certain walls.
You will be asked to do things like defend a
certain area for X amount
of rounds, eliminate all
enemies on the map and take down walls
of defense, but it always comes down to just killing everything in your way.
Just like in Injustice, punching your
enemy into
certain areas of the stage can result in some pretty intense things.
Its competitive modes include capturing
certain points, destroying
enemy turrets, and escorting packs
of minions to designated
areas.
While Miyazaki didn't expand on how the system would work, he explained that writing messages, often amusing warnings telling players not to enter
certain areas or fight specific
enemies without the appropriate equipment, a feature that has become a large part
of the Dark Souls franchise, will also be coming back in Bloodborne in some form.
Your accrual
of XP is not only reliant on the level
of the
enemy that you encounter — it is also reliant on pressing a button on the keyboard or controller so that the marker lands in a
certain highlighted
area on the circular dial.
Unlike its predecessor, where Patricia used a blaster to defeat
enemies, she's now equipped with a multi-purpose water - gun; the water - gun can be used to defeat
certain enemies, extinguish fires that obstruct the player's path, remove «dirt» blocks, and can be used in tandem with «pipe» blocks, which can alter the direction
of water towards otherwise unreachable
areas.