Swords and blades can be useful in cutting damage and executing fast paced attacks,
impact weapons like hammers can cause high damage and stun opponents while ranged weapons such as bowguns allow you to attack beasts from afar.
Power Weapons are high
impact weapons like rocket launchers, grenade launchers, fusion rifles, sniper rifles etc..
The Impact Mantle achieves this by increasing the effect of
impact weapons like the Charge Blade, Hammer and Hunting Horns, but also adds the stun effect to weapons that don't normally have it, like Dual Blades.
Not exact matches
Instead,
like most large
weapons, including nuclear bombs, it detonated in the air moments before
impact.
Enemies hit you when they shouldn't, your
weapons don't feel
like they have any
impact, and you never feel quite strong enough to have a chance.
But because this is a unreal engine game there will be texture pops but once they lock into place the game looks dark and gritty
like a Thief game should although some weird animations missing during my playthrough, usually
impact from
weapons.
Usually the difference is cosmetic — a character costume or custom design for a popular
weapon — but this does often leak into things that
impact your gameplay,
like a bonus that lets you earn experience points faster.
These
impact things
like how much damage certain
weapons can cause on a particular group of enemies.
As soon as they make the jump to game -
impacting elements
like weapons, they step over the line.
Dramatic situations
like the heroic mutt Shiro putting his life on the line against a billion giant bear mecha... funny sketches
like the one during which Kabuki and his rival inexplicably turn themselves into various beasts,
weapons, and structures in a hilarious game of one - up... tragic events
like allies taking arrows in the back or crumbling buildings to the head in order to save your party... we don't need cinemas for such material to make a significant
impact...