Judiciously managing your targets and locales really helps in efficiently clearing out maps and gives the game a slight tactical edge to it. Missions themselves are actually closer in tone to the Dynasty Warriors games, as you have to deal with a populated map of giants as well as protect your other teammates. ![]() While the core mechanics resolve out differently, the overall structure felt very similar to me. The merging of the two types of movement and the fluid controls makes this Attack on Titan game very satisfying purely on a mechanical level.įor mecha game fans out there, then there are echoes of From Software’s earlier Another Century’s Episode games on the PS2 here. You also have resources that can be gathered by attacking certain limbs that show a yellow icon, though more of this later. Later on, some giants also have to have their arms severed to unlock the neck for attack. The ability to target arms and legs is also useful as it can stop either the giants from grabbing and trying to eat you or to stop them from running around. Timing is key though and there is a nice degree of skill in getting in good hits. As long as you hold left or right you orbit around your target but when you let go, you zoom in for the kill and have to use your swords. At this point, you can start to orbit around whatever of the fixed points you have attached to (these being the neck, arms and legs). You select the giant when in range and then attach a grapple accordingly. The second point is when you latch onto a giant. With a little practice and some extra boosting, you can fly around the game’s environments very nicely. ![]() The first is environmental navigation, this has you attach grapples to the nearest objects and fling you into the air. The reason why they got it so right is that they seamlessly linked the two types of movement with the gear. Omega Force did the smart thing here though and apparently tested out the base mechanics in various prototypes thoroughly beforehand and it shows. To be fair, this is because it is actually a hard problem to solve and most publishers these days are wary of deviating from the functionally standardized norm. Really pushed the RPGy elements there.Up until now, this Three Dimensional Maneuver Gear functionality has eluded a gaming adaptation for Attack on Titan. Your character ranks up friendship and learns their respective skills/perks/buffs. I quite like this system as it was a fresher take while remaining mostly true to the story. This way you get to interact and befriend all the characters etc. The main story up to end of S2 I think? is from the perspective of an un-named cadet who joins the same crew as Eren. Too low and you end up walking though but slingshotting out when you get it right feels nice. There is something satisfying though when you swing really low and watch sparks fly as your scabbards drag across the ground. Definitely moments where the ground is lava and you want to stay in the air and moving too. ![]() You can spend majority of the time in the air zipping between places. I don't know who thought it was a good idea to make a grading for your elimination of a title splash across the screen a good idea, especially when some missions have you dropping titans like crazy.Įdit. As you progress and you get better gear (line length, gas capacity and pressure (burst speed)) it is fun to soar through the air and hunt titans. The game is also kind of super janky at times due to titans being huge there will definitely be some funky camera stuff now and then. You can pick them in multiplayer too I believe. ![]() You can play some of the side missions as NPC characters. The Final Battle content does not include the player character I believe but someone else will need to confirm that. Click to shrink.The main story up to end of S2 I think? is from the perspective of an un-named cadet who joins the same crew as Eren.
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