Not exact matches
That's followed
by the
weapon -
selection process.
The gameplay is fairly straightforward with the driving being accomplished
by the controller's dual analog stick and the
weapons selection / firing being executed with the shoulder buttons on the controller.
These new
weapons can be accessed
by tapping on the
weapon icon at the bottom of the screen and making their
selection.
By tapping the appropriate shoulder button you can instantly swap to either of these
weapons during a fight, thus mixing up your attacks, while a small
selection of secondary powers, like a projectile that freezes enemies in place, bring some variety to a combat system that isn't overly deep but still packs in enough to keep things fun.
Each
weapon has a small
selection of attachments like different scopes and one or two even get access to a grenade launcher or silencer, but those expecting plenty of customisation may be a little let down
by the
selection on offer.
Restricted loadouts could encourage tactical thinking in regard to
weapon selection, and an increased focus on the roles played
by individual players.
The few
weapon selection bugs, occasional graphical glitches, and hilarious corpse - ragdolling I encountered during SGW3's beta are easily glossed over
by this game's surprising brilliance.
The open - world, although shallow in depth compared to the standard set
by many modern RPGs, allows you to explore new approaches and get creative with the
selection of
weapons and gadgets at your disposal.
And whether the deathblow is delivered
by the fungal arm of a rotten greatwood or the jagged teeth of a small rat, death encourages experimentation: should I dip into the massive
selection of
weapons and armor, give a few miracles a whirl, or explore a different area and come back later with new talents and a sweet moon scythe in tow?
The use of a
weapon wheel for example, accessed
by the L1 button is sensible and provides easy
selection of your
weapons and accessories as well as switching between ammo types.
The players start
by each picking a
weapon from a
selection of those required for the stage entered.
This 22 - page report
by Frank Slijper of PAX looks at
weapons systems with varying degrees of autonomy in the
selection and engaging of targets.