Sentences with phrase «with npcs»

We also get to see interaction with NPCs in the world and more.
These choices often appear during conversations with NPCs and offer an assortment of different ways that Aloy's response or action can take.
The press release explains that this will be a full blown open world with day / night cycle, filled with NPCs to interact with.
The overworld map also allows for a bit of exploration, with NPCs scattered about to act as preludes for certain stages or encounters.
Fixed a crash that sometimes occurred overnight that was dependent on your friendship levels with the NPCs.
I had more fun exploring every corner of this huge map than I did tackling enemies, but I still enjoyed the epic battles with bosses and solving puzzles and and the interactions with the NPCs and... I could go on and on — kinda like the game itself — but it's evident why this is my favorite game of 2017.
The game is set across multiple nights, with NPCs that actively remember your actions from previous encounters - so if you cut a dialogue halfway through, that character will remember it and act ruder to you the next time you cross paths.
Interacting with NPCs is interesting in that your dialogue appears to reflect your character's current mood and I have to admit it made me chuckle with the occasion «f *** off» responses I was given from time to time.
Each hero has their own distinct abilities that they can use in battle and while interacting with NPCs in the game's world.
Another thing that was really refreshing to see in an MMO again is the option to have actual conversations with NPCs that you contribute to, almost like a mini-game.
Each character has a unique ability that can be used when interacting with NPCs, for example; Primrose can allure characters to follow her, while Olberic can challenge characters to battle him.
A character with a Criminal background gains more money from stealing and has unique dialogue options with NPCs from the same background.
Characters clothing can be customised, but the in - depth customisation seen in San Andreas is still notably absent, GTA IV's romance feature will also be absent in GTA V, but you will be able to make friends with NPCs and hang out with them like in GTA IV.
Do you estimate the «grind» for crafting weapons and trading with NPCs to be roughly the same (in terms of required playtime) compared to existing activities in the game?
This reminds a lot of Persona but actually the system is not really good as there are over 500 NPCs that can befriended with and conversations with the NPCs are normally quite sketchy.
While I could appreciate its unique twist on familiar tropes and it its lively world with NPCs going about their tasks, I always found the stress and repetition inherent in its time structure prevented me from loving the game the way I have the rest of the series.
Before, interacting with NPCs never got beyond two or three choices for you to pick, which usually resulted in the same events.
The game combines the characteristics of a classic HOPA (Hidden Objects Puzzle Adventure game) whereby you are playing the role of Evangeline Glass as you explore multiple locations, talk and interact with NPCs and, best of all, solve challenging puzzles and mini-games.
Besides surviving the elements, players can have shootouts with NPCs and earn reputation.
Using the Moves also opens up a whole new dimension in terms of combat, giving players the opportunity to simultaneously attack in two different directions; the intensity of the combat has been pared back somewhat in VR, with NPCs generally waiting their turn to attack, but there is still no more satisfying feeling than striking an enemy with your sword whilst casually blasting force lightning with your free hand at a grunt trying to unsuccessfully flank you.
Whether you like shopping, skateboarding, playing mini-games, tackling side missions, or just idle chat with NPCs, the game can indulge your yearning for overworld autonomy.
Rather than having to deal with trash mobs, they can freely explore, catch up with NPCs, etc..
Random NPC Encounter System: Some events you experience are based on your dealings with NPCs and your character's overall reputation.
Bethesda is fairly skillful at world - building, so many of the quests in Skyrim feel unique (they involve interactions with NPCs or mythos that the main quest avoids and add a sense of depth).
You must role - play Geralt and totally guide his every action, interacting with NPCs as Geralt would.
There's plenty to help nurture those ideas, with NPCs on hand to talk players through each of the creative modes and mechanics making it a far less daunting experience for creatively minded youngsters to approach.
The story is told almost entirely through conversations with NPCs, so if you are looking for a deep and compelling story, you ain't getting it here.
Through the online elements of the game, players will be able to enter raids and fight bosses with both NPCs and other players.
As a kid, it felt like real life with NPCs flooded the streets that you could interact with and I found myself loving them and their bad voice acting.
There can be key main NPCs that your character interacts with, his or her or they're choices affecting how well you maintain your relationship with the NPCs.
Though Kat's personality is both charmingly light - hearted and goofy, some of her exchanges with some NPCs can sometimes be inane.
As you prorgress through the game more of the story slowly unfolds between quests after overcoming the massive filler - filled and over-the-top conversations with NPCs.
Gameplay allows players to choose which group to go after through missions, but players can also interact with NPCs when not on mission to make allies or enemies.
Paths give players a lot more dialogue options, remember choices, and allow characters to build relationships with NPCs.
Better / more interaction with NPCs (doubt it) 6.
A is used to confirm menu options and interact with NPCs while B is used for jumping / cancelling options.
2) Majora's Mask — I loved how you got to interact more with NPCs, especially since you needed to observe their actions over the course of the three day cycles to solve their problems.
Portal Knights allows you (and up to three friends) hang out with NPCs, fight low - level enemies, level up, and take on intense boss fights.
It's how you grow your relationships with NPCs, and in turn your path to new information, quests, and shop items.
While that mechanic never evolves in a meaningful way, Okabu teams you up with NPCs who ride atop your cloud whale to share their abilities.
Storytelling is via some collectable cards, discussions with NPCs as heard through B - movie dialogue and some infrequent but short cutscenes.
It's like a modern version of Castlevania 2, with the NPCs giving you useless and completely wrong «hints».
This are normally found by talking with NPCs - or characters if you wish - that have the red exclamation mark above their heads.
Instead, interacting with NPCs or reading various bits of paper scattered around the place will mark new enemy outposts, prepper stashes and side - missions on your map.
I once considered driving off a cliff with my NPCs in tow, just to hear everyone's death cries.
Most of the game's lore is told through conversing with the NPCs, and weapons and items don't carry over from one memory to the next.
Together they adventure through cliché RPG lands interacting with NPCs or not, getting into fights they often lose and dealing with other player characters.
To answer this question, Red Dead Redemption 2 attempts to be as realistic as possible, with NPCs performing all of the steps that they need instead of pulling food out of midair.
In Revenge, you simply revisit the campaign mode, this time with the NPCs making use of the unlocked cards as well.
The world feels organic, natural in every aspect, even to the point that talking with NPCs in Greece is completely optional and won't be forced down your throat (here's looking at you Sacred).
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