Projectiles can be selected from a drop-down, pause menu at any time, same as healing vials. These abilities guarantee a use for such projectiles even after more powerful projectiles are obtained, and provide a depth of valid options for attacking foes. Another projectile temporarily covers sharp vertical surfaces allowing Firebrand to reach higher locations. The Blockbuster, for example, is more powerful than its predecessor and can destroy special walls blocking the player's path. Additionally, the offensive projectiles that are learned over time each have unique traits or specialized uses. A healing vial can be used to restore health. Eventually, Firebrand acquires an item that allows the player to hover without ever needing to rest on the ground. Throughout the game, the player gains various items including passive ones that increase Firebrand's abilities outright. Firebrand starts with two hit points, but gains more throughout the game based on items or blessings obtained various enemies and objects drain different amounts of his health, represented by the hit points. The player starts with a weak projectile, but progressively gains new projectiles which grant more power and special abilities. įirebrand can walk, jump (progressively higher with time), cling to walls using his claws, hover for a period (progressively longer with time), and fire offensive projectiles. While on the overhead map, the player occasionally comes across ghouls who want to fight Firebrand for various reasons. The player then must defeat the enemies in order to return to the overhead-view map. While traversing in the sections with an overhead view, the player is able to talk with residential ghouls and, if outside a town, is susceptible to random battle encounters. This is broken up by the other type of content: individual, action- platforming levels that sometimes feature a boss at the end. One half has the player traverse an overhead view, either on the world map or in towns. The game consists of two gameplay styles.
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