![]() ![]() The key armour and stealth modes drain the energy reserves in your nanosuit these reserves can also be upgraded as you gain experience. ![]() ![]() The suit abilities-including an armour-boosting mode and the near-invisible stealth mode in addition to suit modules-also add a layer of complexity to the first-person shooting, even beyond that of, say, Halo Reach's relatively small armour ability selection. The combat itself still feels fast and fluid, especially with the supercharged sprint and sliding kick melee attack. The air combat module enables a stun ability, letting you end a jump in a powerful ground stomp that temporarily disables enemies in range. Another module makes your footsteps inaudible to improve stealth, with another that removes your shadow for the same purpose. One module makes enemy bullet and grenade trails visible to help you seek out enemy fighters. Customisable weapon unlocks are available, too, but the character customisation is geared less toward weapon modification and more toward suit modules, with some interesting options among the 21 modules on offer. When you finish a match, experience points are funneled into the weapon, armour, and stealth categories according to how you've played, as you progress toward upgrades in each category. Nanosuit abilities are set by the three suit modules assigned by the class (either assault, scout, demolition, sniper, or stealth-favouring ghost) or by the player in the custom class. As outlined previously, the multiplayer classes are defined by their nanosuit abilities as much as their weapon loadouts. The modes we were playing across the maps were as before: Team Instant Action, the team deathmatch mode, and Crash Site, a moving capture-and-defend mode in which an alien ship fires a pod onto the map and the teams (six versus six, marines against C.E.L.L.) compete to secure and hold it until the next pod lands. By clicking 'enter', you agree to GameSpot's ![]()
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