The island regions threatened by the Vek are small tactical boards, and you control a small cohort of giant, Pacific Rim - style robots who are there to smash and
push their enemies around.
It looks like you can
push enemies around, and even outside the battlefield.
Not exact matches
Whether that's through God's Word, through prayer or through the encouragements of others
around you, staking your claim as a child of God not only
pushes the
enemy back, but takes you closer to God.
Force -
pushing, electrocuting, and tossing
enemies around each stage proved to make for awesome gameplay mechanics, and I'm happy to say the formula holds up well here.
Jane Frey is an assault ops specialist with her primary weapon of choice being a shotgun and a revolver as a secondary weapon, while her special abilities include Leash which holds
enemies within a gravitational anomaly; Void knocks down
enemies in the path of a powerful bolt of energy; Choose of Slain allows Jane to pull an
enemy closer as other
enemies are
pushed away; and Equinox forms a kinetic shield
around Jane that protects her from incoming damage by reflecting incoming projectiles.
if you hold down circle you go into a «Super Saiyan» mode where, if you
push left / right and dodge just before an attack, you can auto shimmy
around to the back of the
enemy and lay a load of attacks on the
enemies back to deliver a tonne of damage.
Puzzles involve levers, switches,
pushing boxes and finding ways to get
around enemies you can't possibly otherwise survive.
For example, his limbs might become giant magnets, enabling him to walk up walls or rip away
enemy shields... Or maybe extendible spring - loaded hands would allow him to activate far - away switches or work as a grappling hook... Or he could have a tank - like body, easily crossing over spikes and
pushing objects
around the levels... These are just a few possibilities we're considering (the game is still in the design phase), but you get the idea!
You can
push, pull, and otherwise force the
enemies around the grid, and then smash them all at once on the same square.
The details of the fighting system is quite incredible as it all revolves
around stamina and what your characters stance is as if you are hit and are stunned it becomes a lot easier for your
enemy to pull off a chain of attacks and you can even be hit or
pushed off the map if you are not careful about your surroundings and are aware of what stamina you are on.
Subtle button
pushes allow you to send him drifting
around corners, sliding under obstacles, hurdling at
enemies, and dishing out his trademark buzz - saw speed blasts with relative ease.
That highly invariable design plus a glaring lack of invincibility frames after being hit makes hard hitting
enemies as threatening as the smallest bunch of creeps, since you are unable to tank for more than one second before
enemies start
pushing you
around, the combined might of their meager damage killing you before you've had a chance to fire a bullet.
Your goal is to defeat the
enemies, however you'll be able to
push them
around with your attacks, but it isn't clear if getting them clumped together means that they share damage during supers or anything, even though the scan hints it.
Enemies do more damage on the frontlines, and less at the back, so the game pushes you to shove your enemies around the battl
Enemies do more damage on the frontlines, and less at the back, so the game
pushes you to shove your
enemies around the battl
enemies around the battlefield.
Once you have tagged an
enemy (represented by semi-transparent circles
around targets), you
push and hold the electricity button and no matter where you take Gunvolt, he sends pain to the tagged
enemy.
Even when you have a common
enemy and that
enemy gets
pushed down a little bit, those in power when the common
enemy was
around, now have more say.
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.
The snow and sleet filled streets of New York hold promise and danger
around every block, with loot and collectables generously scattered
around the city, guarded by the wonderfully reactive and savvy AI
enemies that take cover effectively, aggressively
push up and attempt to flank, and overall show a military-esque determination and skillset that challenges you to think tactically and match it.
Standard
enemies trudge
around, flying squids and ghosts wait to
push you off precarious perches at all the wrong moments, forcing you to take to the air and trusting that you'll land again, or at least grab a ledge.