Not exact matches
Melee in this
game is void of skill, it is nearly 100 % stat based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard hits or do i need to block a bit and beat him down
piece by
piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand enemy attacks either they will hurt you if they hit you or if you block it it will hurt alittle or almost as much as
normal and with spells and archery its all relevant the spells do elemental damage so the enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
What we get instead is often very deliberately mundane: The future fashions and gadgets brandished as a sci - fi convention seem oddly simplistic and mechanical, the action set
pieces (if one can even call them that) are pared down to the basics, and even the overtly fantastical
game environments look like
normal places in the real world.
Although only a few hours long (you'll probably finish your first,
normal difficulty run - through in an evening, though obviously that's always just the precursor to weeks of iterative, repeat play for progressive rewards, as part of Destiny's now huge melting pot of content), it's easily the most precisely curated chunk of campaign Destiny has yet seen, eschewing the early
game's narrative vagaries and reliance on multi-purpose, overworld spaces in favour of pacing, storytelling and set -
pieces entirely worthy of a focused, single - player FPS.
During the keynote presentation at the PlayStation Expereince, we were all given a peak at 2
pieces of gameplay footage, one of the
normal shooting action of the
game and one of the melee combat.
***** The
game rules can be changed using Options menu ***** The default
game rules are as follows: * captures / jumps are mandatory --(unchecked the \» Force Jump \» in the Options menu to disable this rule) * the promoted
piece (aji) can move and capture in any number of free space forward or backward (aji terbang)--(unchecked the \» Long Move \» in the Options menu to disable this rule) * NO jump / capture priority between the promoted
piece and the
normal piece.
There are numerous stars and levels that the player does not have to complete to beat the
game, but still exist close enough to the
normal game pathway to qualify as regular
game pieces and not optional sidequests.