![]() ![]() ![]() The upgrade system links to these in an interesting way. Three basically let you kill enemies from a distance, while the fourth temporarily turns an enemy into an ally ( very fun). There are a total of four abilities unlocked during the course of the game. (Image credit: 505 Games, All in! Games) Cyber house rules Thank goodness they only make a relatively brief appearance. Dying because you accidentally run into one around a corner, or get hit by one that you didn't know was right behind you, is no fun. These things spawn infinitely until you've taken out all other enemies in the area, and the feeling that there's freedom of choice takes a major hit as a result. ![]() Near the end of the game, that most unoriginal and annoying enemy type is introduced: Thing That Explodes When It Gets Too Close. Ninjas must usually be parried before they can be killed, meaning that it's best to avoid them until you're out of sight of any guns. Soldiers with front-facing shields I leave for last, gleefully humiliating them by circling round to the back at close quarters before turning them inside out.īosses aside, there are two enemy types that twist the one-hit kill premise slightly with very different results. Personally, I prefer to first destroy any shield generators so that everybody's vulnerable at once, take down walking mechs with their huge laser blasts first, then pick off everybody else according to threat. Each arena usually offers at least two routes to start down, and the sequence you kill enemies in is entirely up to you. ![]() I worried that this might be a game where you could only progress by following a strictly determined path, but this isn't the case at all. Each fight is essentially a blood-spattered parkour puzzle. Levels are in effect split into chunks, enemy encounters and tricky platforming sequences divided by checkpoints. ![]()
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