>third person shooter >main gun and secondary weaker gun >two grenade types and a dedicated melee attack button >minimalist hud, largely transparent and only black and white >no health bar, damage indicated by blood decals fading in >press button to hide behind cover, holding the iron sights aiming button looks over it to shoot >anything that isn't shooting accomplished by contextual button presses >default movement is walking, have to hold a button to run, and mash it to sprint which only lasts temporarily even if you keep mashing >often sprint doesn't even make you faster, just changes animations, adds blur and expands FOV >parkour system where you hold the run button and walk into parkourable objects, no manual jump button though >forced stealth sections where you lose if you're detected, won via contextual takedowns from behind >crafting system that's essentially just an alternative to a store where junk is used instead of currency >half baked RPG elements that give only passive buffs located at save points >no boss fights, only heavily scripted eenemy encounters in set piece environments >game has a final boss despite no other boss fights, defeated either entirely with QTEs or a new mechanic introduced in the last ten minutes of the game >no cutscenes, but sequences where all controls but the ability to look around with the camera are locked off while what is essentially a cutscene unfolds in game >"cinematic" sequence where the only input allowed is movement, where you walk towards something for minutes on end >95% of story content is given through scavenged audiologs that play over the hour long expanses of corridor based gun fights
>First person survival horror game >You have a single handgun and ammo is extremely rare, maybe about 20 rounds in total can be found during the entirety of the game >Gun handling works like it does in Receiver, with every action being manually executed by the player >This also extends to aiming, which is completely freeform, meaning you can even aim the gun at yourself which brings us to the main gimmick of the game >If the monster kills you, it's game over and you have to start over from the very beginning >If you shoot yourself instead, you can continue playing from the last checkpoint you've reached >The gun can also be used to shoot the creature to cause it to flinch in pain and allowing you time to flee and hide >Ammo used to kill yourself will not be refunded upon continuing
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