The most
fundamental action in the game is hacking, which you can do to any portal in range.
Not exact matches
This book takes as its thesis that Diablo 2 takes the
fundamental design structure of
action games, and recreates it
in the context of a procedural RPG.
The result is that Smite feels more like an
action game, but all the MOBA
fundamentals are
in place: roles, creeps, towers, and lanes.
Despite fantastic environmental design, solid
action fundamentals and elaborate scripted sequences the
game really becomes less than the sum of its parts, and it's surprising to see it flail around
in this way.