Description :
Players control Sam Gideon, a DARPA agent armed with the Augmented Reaction Suit. If the player takes too much damage, the suit will automatically enter Augmented Reaction mode (AR mode), which slows down time, helping the player to avoid being killed. The player can also manually enter AR mode by holding down the target button while evading, allowing the player to target enemies easily. At any time, the player can use boosters on the suit to move quickly across the area. If the player uses AR mode or the boosters too much in a short time, the suit will overheat and will require a short period to cool down, during which Sam is less mobile. The suit will also overheat instantly if the player performs a melee attack, and certain areas will also overheat the suit. His weaponry consists of the BLADE weapons system and two types of grenade. The BLADE system can store up to three weapons at a time (from a total of eight weapon types), with the player able to swap weapons if he encounters a new one. These weapons, and the grenades, can be upgraded by collecting upgrade boxes, or by collecting the same type of weapon while it has maximum ammunition. Upgrading these weapons improves their abilities, such as their maximum ammunition capacity, accuracy, and blast radius. Players can aid injured allies on the field to earn weapons, or find them in crates or weapon lockers. In Normal difficulty or higher, weapons are downgraded if the player dies.
Other gameplay mechanics include the use of explosives during certain areas, commandeering enemy vehicles or turrets, the ability to use cigarettes to distract enemies, and quick time events during certain battles against larger enemies. It has also significantly improved upon the cover system, which it has been credited for taking "to the next level." In contrast to previous cover-based shooters, Vanquish has bullets and missiles coming from all directions in a manner reminiscent of bullet hell shooters and the cover is easily destructible, forcing the player character to be on the move, while the game also penalizes the player's score for the amount of time spent in cover.[3][6][7] Its most important innovation, however, is the sliding-boost mechanic that allows the player to slide into and out of cover at high speeds (and in slow motion using bullet time),[7] acting as a defensive escape and an offensive set up, opening up new gameplay possibilities for cover-based shooters and increasing the pace significantly.[5] The game also has a unique end credits sequence, which is interactive and plays like a rail shooter, with the lead designer Shinji Mikami being the most difficult 'enemy' to take down.[8]
Video Trailer :
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