The controls are simple but I personally had a weird time dealing with
the wall jumping mechanic at times.
Band of Outlaws provides a satisfying platforming experience with tight jumps and a silky smooth
wall jump mechanic; I am just an absolute sucker for a nice wall jump.
Not exact matches
Gone are the
wall jumps and sliding — they've been replaced with other similar
mechanics.
You'll come across a couple of new
mechanics such as being able to warp between coloured gates and slide down a hot
wall in order to catch fire and melt ice but nothing significantly changes the basic
jump and dodge hazards formula.
There's also a «triangle
jump»
mechanic if you choose not to hold the climb button, which adds another option to shave off precious seconds from fluid sections of the
wall.
This could be with different levels or stages utilizing certain
mechanics in order to be able to progress like
wall climbing /
wall jumping levels, Score attack or time trial stages, even minigames add some different to the mix that keeps gamers playing the same game over and over.
This could be with different levels or stages utilizing certain
mechanics in order to be able to progress like
wall climbing /
wall jumping levels, Score attack or time trial stages, even minigames add some different to the mix that keeps gamers playing the same game over and over.
The gameplay
mechanics are smooth so you won't be complaining about weird
jump arcs or hit boxes, other than you'll wish that 16 - bit Pip could
wall -
jump.
Aside from your standard walking and
jumping mechanics you also have the ability to glide using your giraffe's tongue as a helicopter, throw your pet rock at things, operate switches,
wall jump, and even use various items like bombs, health packs, and thongs.
It's essentially a free running
mechanic in which
jumping into
walls, poles and enemies causes the player to spin, dive and fly at significant speed.
Combat
mechanics are as responsive and solid as the other entries in the series, and the player is in control over every sword blow,
jump,
wall - run and dodge.
As a platformer, Sonic Forces has fundamental problems: Sonic's «targeting»
mechanic is frustratingly unreliable; the double
jump doesn't push high enough and is tough to parse when it's been activated, rendering it useless; the loose and imprecise platforming drives me up a
wall.
Fast movement through each level (and just as fast respawns when an accidental death occurs) is aided by two additional
mechanics: a slowing of time, which allows the player to slide through green
walls, and a dash move, which is used to move very quickly or boost a
jump's distance.
As one would expect from the title, Super Mario Run is Nintendo's take on the «Endless Runner» genre infused with gameplay
mechanics from the New Super Mario Bros. titles (i.e. New, U, Luigi), including
wall -
jumps, super-jumping, ground - pounding and more.
Here, the automatic
jumping,
wall climbing, ledge grabbing, fun stealing
mechanics are always on all the time.
On top of the basic
jump, the game utilizes
wall jumps, slides, and, of course, that persistent - death
mechanic to further flesh out the level design.
Not only can you navigate terrain using traditional gameplay
mechanics such as running and
jumping (and
wall jumping - everybody loves
wall jumping!)