There are quite a handful of RPG elements scattered throughout the game, such as lots
of equippable items (which, weirdly enough, are called «words»), experience points, skill trees, crafting materials, and so on.
Not only did the characters look spot - on, but other iconic elements such as the ever - present Na'Vi, familiar enemy types, and an assortment
of equippable items all made an appearance.
Xenoverse fell into the same trap of many MMO's where optimal gear is defined by a very selected few pieces
of equippable items, whereas now players do have a level of freedom to mix - and - match gear without having to wear the same equipment as everyone else in order to achieve the best build option possible.
Not only did the characters look spot - on, but other iconic elements such as the ever - present Na'Vi, familiar enemy types, and an assortment
of equippable items all made an appearance.
Not exact matches
Halo 3 had consumable
items, while Halo: Reach and Halo 4 had
equippable abilities and let you choose one for your loadout, but both
of these were imperfect solutions.
Plenty
of loot is available to collect as well, as defeating foes and breaking objects yields money that can be used to buy
items such as
equippable hats, new abilities, bonus challenge maps, and more.
Another minor nitpick is the missing durability meter underneath
equippable items in the menus, making checking the remaining lifespan for your or AI companions» weapons or armour a bit
of a hassle.
Once you have two or more
equippable items, you can perform a bit
of impromptu alchemy, creating a new article that saves previous inventory space.