Not exact matches
However, the
game also introduces the «genesis» mechanic, which is a scanner that'll reveal hidden
items throughout the levels, while also providing you with free
healing items after scanning so many enemy corpses.
Available upon finishing the
game or entering a code at the title screen, Battle Mode gives players a limited amount of ammunition and
healing items with which to make it through nine stages of enemies and three bosses.
If you're just in it for the story, the
game introduces an easier difficulty that makes
healing items and ammo more widely available and enemies weaker.
However, in the end it's much easier than previous
games, because you can carry many more
healing items to be used during combat, whereas previously you were restricted to one.
Primarily, it serves to reinforce the way that the
game initially trained you to play, and prevents one from using
healing magic to subvert the need for
healing items, and thus subverting the need to focus their money on purchasing
healing items.
Herbs and
healing items are a returning element from previous Resident Evil
games.
Battles are less dependent on having killer synthesized attack /
healing items which makes the battles and alchemy seem more disconnected than in previous
games.
- Fight mode has bombs and
healing items dropped in - Team Fight has two players chained together by strings and you can hurt your teammate - B - Ball has you batting an explosive ball back and forth over a net - Hoops is basketball where you can grab your opponent and put them through the net - Skillshot has you punching targets - 1 - on - 100 has you punching enemies that appear in the arena - ARMS Test lets you try out combinations and training mode lets you try drills - Earn in -
game prize money and use that at the Arm Getter to unlock new arm attributes.
After players have grown used to the new combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous
game, which is the by - product of the revamped equipment system and the fact that you never need to
heal outside of combat; your party is automatically restored to full health and status after every encounter (except for a few gauntlet - style fights) without demanding any consumable
items from your inventory.
There's a variety of
items that do what you expect, like buff weapons,
heal, remove status effects, and more, and there's also a variety of clothing that'll improve various stats on your hunter, though without a weight penalty ala previous
games in the series, so players don't have to worry about combining armor when they need it the most.
In these 15 minutes of in -
game footage, we see a squad of four players work together to infiltrate some sort of compound, all while crafting
healing items, distracting zombie - like creatures with a floating sheep and building fences.
The average encounter takes no more than 15 seconds, but the
game's fierce, frequent boss fights require planning, strategy, quick reflexes and a healthy store of
healing items.
That's good, because your
healing items in this
game don't replenish after death.
Using an
item no longer locks your feet to the ground, but instead you're now allowed to move slowly whilst consuming herbs,
healing gems and other
items, which will no doubt become an important factor in dodging the
games» newly astute enemies.
This decision makes the
game significantly easier, lessening the burden of stocking up on
healing items and the gradual attrition of health leading up to boss battles.
Currently in the
game, consumable
items — such as defensive drafts or
healing items — can not be bought and must be created by gathering various
items found throughout the Shattered Isles.
Blue Reflection's movement from conventional role - playing
item usage is refreshing, but with parties
healing after every conflict, the
game offers only a diminutive challenge when facing subordinate adversaries.
There are plenty of RPGs (the main Pokémon
games included) where you can conceivably finish the
game without using so much as a
healing item.
For instance, Dark Souls II lowered your number of estus flasks (
healing potions) to begin the
game, but gave you lots of
healing items to help you out.
I found three usable
items in the
game, none of which
healed or revived party members.
Many
games that have alcohol offer it as a
healing item that also forces a temporary tradeoff like blurred vision or less accurate controls.
This same food serves double duty as the main consumable
items you use to
heal yourself when you take damage, and you'll get plenty of it as you go through the
game.
The
game is so ready for you to micromanage, the d - pad «hotkeys» take you to menus to adjust skills and equipment, or check your «stomach stock,» where you keep found
items until the next level end (by the way, you can digest these
items to increase your current GigaCalories as well), while leaving basic things like
healing and restorative
items to be hotkeyed to the touch panel.
Like other multiplayer Nintendo
games, a variety of
items including bombs and
healing items will randomly drop in.