The
basic mechanic of the game revolves around folding the paper environment to create or connect paths for you character to traverse.
The
main mechanic of the game revolves around the ability to squeeze the map together in different ways in order to access different parts of the map.
Many levels will help you master the
new mechanics of the game and get you ready for seamless head - to - head action while enjoying the campaign.
Whilst it's very accessible, there are some
deep mechanics of the game that take some learning if you're going to gain the upper hand over your opponents.
The
pure mechanics of the game are so intuitive, fun and unique, meaning I just never seem to get bored of it, especially with the constant supply of updates.
However once you have a few races under your belt, the underlying
racing mechanics of this game are just not as impressive once you get the hang of it.
The admittedly
redundant mechanics of the game keep players from swallowing too much of the story at once, risking some of the tales resonance, in a fairly efficient way.
Devil May Cry has always been revered for having some of the most smoothly blended fighting
mechanics of all games in its genre.
The snow whips around you like a wild animal, pushing and pulling you in different directions which is mesmerizing to look at but also a
key mechanic of the game.
There's a lot of value in always having to find your way out of a level by using physics, which is also in the core
mechanics of games such as Angry Birds, Cut the Rope, and even Trine.
The game isn't exactly difficult, but the fact that it's so easy to get overwhelmed by a huge number of zombies forces players to keep focused at all times, and also gives them a good reason to get more involved in the whole role playing
game mechanics of both games.
Lastly, there is also a training mode which is great to learn the
gaming mechanics of the game plus each of the various manoeuvres for the Dead or Alive line - up of characters.
Arcade mode and Free mode simply strip away the story bits and the structure (respectively) to give you the core
play mechanics of the game with less of the «blah, blah, blah» that usually comes with it.