Though exploration is very limited and limited to very small sections, creating a "narrow focus." One example of this is shown with character interactions with objects, such as blaring the car horn in a Jeep, to maneuvering around dinosaurs, the latter of which can end up with a death sequence for the character (Reverting to a reset option, rewarding the player to test/explore), this game also has chaotic events and death sequences can occur at random/if the player simply takes too long. The content/game it-self is al about choices with no free roam, citing an inspiration from the PlayStation's hit game, a J RPG, which features a context sensitive basis with emphasis on exploring and making choices, rather than shooting or creating. The game sets-out to make the experience in this game into something different.
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