![]() To me, this represents the most balanced version of the game and how the developers intended the game to be experienced. This is evident in their “augment-biomod” system, which is analogous to System Shock’s object-based “neural-chip” system – these are “powers,” which RPGs generally have in some shape (spells) or form (enchanted items).įirst off, I played Invisible War from start through to end, like I do with any game I play, on the normal difficulty setting. ![]() In Invisible War it appears they’ve tried to do something similar, in that they removed the RPG systems, or at least, made these far less “exposed” to the gamer. ![]() It was an object-based action RPG system no stat leveling with experience points required.
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