Not exact matches
Albino Lullaby begins as a weaponless stealth game like Amnesia: The Dark Descent, which works well
enough; however, you're quickly provided with multiple tools to repel
enemies, changing the gameplay from sneaking
around to running and trying not to get cornered.
A standard tower defence game at its core set in a network of broken, floating islands in a place known as the «Ink»,
enemies wander in from entry points dotted
around the map, amble along a predetermined path towards the player's home base — a portal into their home realm in this instance — and if
enough of the belligerent sods make it through without being squished into a fine paste along the way it's time for a level restart.
I've been
around the indie author scene
enough to have learned that a good percentage of 1 - star reviews are also written by outright
enemies.
The steadily increasing difficulty and different behaviors of
enemy craft (some dodge your fire, some snake
around menacingly, some divide into two when hit) is
enough to carry the concept through, but compelling modes provide something extra.
This design directly affects the run and gun combat as the small rooms rarely offer
enough space to move
around, especially when fighting multiple
enemies who are bathing the screen in various forms of horrible pain.
You can use stealth to sneak
around the camp killing the
enemies one by one from behind, although oddly
enough the ability to drag bodies out of sight is a skill that must be acquired through the game's RPG - like skill tree feature.
The range of ground
enemies requires a plethora of tactical advances, such as skirting
around armoured foes to strike weak points on their back, to sniping fearsome creatures at a safe distance, while melee combos are basic, but dish out heavy damage if you manage to get close
enough.
Luckily there is room for some of the well - known Insomniac Games humour scattered along the story just
enough to keep the mood light
enough to not get too dark, since you are basically running
around taking down hordes upon hordes of different
enemies.
The available levels to play were large
enough that you had time to run
around without being instantly killed but small
enough to guarantee you would encounter
enemies on a consistent basis, once again reinforcing that there is indeed strength in numbers.
The relocation system is a nice way of getting you to move
around more rather than sit in a single position and gun down foes, but much of the tension is removed from the game when you realise that all you have to do is get far
enough away for the
enemy for them to forget about your existence and all of the dead bodies littering the ground.
However, as mentioned earlier, the game is über easy that there's really no need to invest those attribute points once you get to a certain level (
around 15 or so), since your hero will be dealing
enough damage to kill the
enemies and taking
enough damage to survive an dungeon.
XP is a very important gameplay mechanic as earning
enough XP to level - up to the next level will unlock a skill point in order to afford a new upgrade within your subclass such as upgrading from a magnetic grenade to a voidwall grenade which creates a horizontal wall of burning void light, while Towering Barricade provides a large barrier which is capable of reinforcing a position with cover from
enemy fire; Defensive Strike produces an overshield
around your character and allied characters following killing an
enemy using this melee ability; and much more besides, albeit some upgrades require your character to be levelled up to a specific level before being able to unlock the ability with a skill point.
Jumping
around, dodging
enemy fire and ultimately being more mobile doesn't evolve the multiplayer, but it adds just
enough to keep me coming back.
Once you get behind an
enemy and at a close
enough range you'll see a circle appear
around your
enemy.
By knock back or teleportation and a host of other ways you can move the
enemy around to safeguard the buildings on the map, if you plan well
enough you can even make the Vek attack each other.
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.
Another quick time event where players will find themselves pressing triangle only to return to smashing on their X button, but if they are not quick
enough to do so those pesky
enemies will come
around and quickly dispatch any chances of returning to combat.
See It On Amazon: PS4, Xbox One I was hesitate to add Outlast Trinity to this list because it's debatable to weather or not the crazy
enemies lurking
around are Zombie
enough, even though I think they are!
The systems are all easy
enough to get
around, and there are various unit types that offer differing benefits and drawbacks, but mostly I found it possible to ignore the
enemy types without facing a problem.
Both dragons and the camera move sluggishly
around their on - rails flightpaths, making it difficult to avoid obstacles or
enemy fire - though even if movement was more responsive, the inconsistent clipping and hit boxes would do
enough damage on their own.
Locking on three times takes longer than it would take to just aim at and shoot an
enemy with any other weapon, and If you stand
around long
enough to get locked onto three times, you probably deserve to get gunned down.
Igniculus moves freely in real - time
around the battlefield, giving him the ability to collect health and magic orbs that drop from
enemies and to distract them long
enough to allow your team of fighters to get an extra hit in.
Finally, the jet boosters adds a nice amount of verticality to your movement during combat to allow for better tactics and a more flowing and intense set of encounters, with the
enemy AI proving aggressive
enough to make moving
around during a fight an important strategic consideration.
The control system on the 3DS works well
enough as you use the circle pad to move the character
around with the face buttons (X, Y, A & B) used to engage in the
enemies, the environment and to jump
around.
The dot is the only part that can take damage, making you just small
enough to scoot
around and between
enemy shots.