To illustrate,
you position yourself around the enemy after which you can choose your abilities or items before you actually make your attacks.
Not exact matches
Before each wave of
enemies, lines appear on the screen to telegraph the routes that
enemies are going to take
around the screen, and those lines are immediately followed by colored boxes that indicate said
enemies» starting
positions.
Homeworld fits in to the classic style of tower defense games, with towers being locked in to fixed
positions around the winding paths that the
enemy creeps follow.
iBomber Defense uses a traditional and familiar tower defense style, with
enemies following paths set out for them while towers can be
positioned and upgraded at fixed locations
around the level.
The evolution of the battle system from I am Setsuna means you can now freely move
around in the battle field and this lets you strategically
position your party
around the
enemies so you can take them down as quickly as possible while receiving the least amount of damage from them.
Players take command of a force of machines to defeat their
enemy, with the iPhone serving as a viewfinder that you have to physically move
around to
position your forces and aim superweapons.
Players
position party members
around an
enemy in from the flank, front or rear.
The relocation system is a nice way of getting you to move
around more rather than sit in a single
position and gun down foes, but much of the tension is removed from the game when you realise that all you have to do is get far enough away for the
enemy for them to forget about your existence and all of the dead bodies littering the ground.
XP is a very important gameplay mechanic as earning enough XP to level - up to the next level will unlock a skill point in order to afford a new upgrade within your subclass such as upgrading from a magnetic grenade to a voidwall grenade which creates a horizontal wall of burning void light, while Towering Barricade provides a large barrier which is capable of reinforcing a
position with cover from
enemy fire; Defensive Strike produces an overshield
around your character and allied characters following killing an
enemy using this melee ability; and much more besides, albeit some upgrades require your character to be levelled up to a specific level before being able to unlock the ability with a skill point.
Child of Light makes a few changes to the basic Grandia system — you only have 2 characters at any one time (Grandia had a 4 person party) but you can swap characters in and out mid-battle with ease, there is no
positioning aspect (in Grandia, allies &
enemies moved
around the battlefield & different attacks had different ranges & areas of effect), ALL attacks can interrupt
enemies (in Grandia, only specifically marked interrupt abilities did this), and you have a firefly friend who can slow
enemies down.
Sam's suit allows you to slide
around battlefields, allowing you to avoid
enemy fire and quickly get into better
positions for taking on larger opponents.
Once an
enemy is spotted, players are able to stealthily move
around the
enemy and
position their party members to get a strategic advantage.
When facing particularly deadly
enemies, I found it advantageous to
position one partner
around a corner and then bait my
enemies to come chase me, then filling their faces full of lead as soon as I lured them into the trap.
Ideally, you want to
position your units
around cover, with full cover completely protecting them from damage so long as it's standing between your unit and the
enemy's shots, and half cover having a 50 % chance of protecting units from straight blaster fire if it's in the way.
The player has the capability to speed dash
around the arena and dodge the opponent's attacks, and even possibly gaining a
position behind the
enemy ready to launch an attack from the rear.
Strategies that must be employed by the player in Escape Plan include pushing platforms into
position, raising elevators, tilting the Vita to float
around obstacles, herding sheep - like creatures into place, cushioning falls with objects from the environment, and even taunting minions into dying by tapping the rear touch pad; the little
enemies are incredibly stupid, happy to jump to messy deaths simply to investigate a strange sound.
Even during the daytime, the lanterns located
around and inside your ship will give your
position away to
enemies.