Sanford's iconic hook cannot be discarded, and trying to toss it away will simply have him hurl it out on a rope. Some of the playable characters in story mode will have special weapons - specifically, Sanford. There is also a rudimentary cover system that will effectively give you damage immunity when attacked from the front unless you're shooting. This is what makes positioning incredibly important. What differentiates this between Halo and Call of Duty is that since it's based on your character's awareness, being attacked from behind will shred through TAC-Bars. More elite enemies will also have a TAC-Bar. When you get shot while you still have some of this bar left, your character will sidestep or otherwise smoothly dodge like an action hero. This bar represents your character's ability to avoid damage or luck - in function, it works similarly to an energy shield from Halo. However, the mechanics are where it gets a little more complex. (When bar is not empty)Īs you can see, it's a lot more simple than most games. Spacebar: Dodge/block, open doors, interact. E: Throw current weapon, pick up weapon.Q: Swap between primary and secondary weapons.The game's controls are deceptively simple. It's definitely one of the most in-depth when it comes to Flash games. Madness: Project Nexus is one of the most unique games out there, with a very innovative combat system that no other game quite has.
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