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7/10/2025, 2:02:29 PM
>>530669908
Oh there's tons of novelty. Very interesting ideas at play and you can tell a lot of thought went into making it a memorable experience.
>In Contact, several atypical gameplay mechanics ensure a certain amount of alienation between the player, the Professor, and Terry. The Professor talks directly to the player, giving instructions in order to help Terry. Once battle mode is entered, Terry's attacking is essentially on autopilot - being done automatically provided the attack is not on cooldown, and Terry is within range of the enemy. The player can switch weapons, move Terry, and use items, decals, and skills, but the bulk of combat is out of the player's hands, and they essentially watch, waiting for the right moments to use their abilities, while Terry handles attacking on his own.
>Unlike many RPGs, experience gain is instantaneous during battles, which complements the real time combat system. Rather than increasing multiple statistics at once, Contact's experience system increases Terry's statistics individually as he performs specific actions.[4] For instance, when Terry takes damage, his defense increases; when he damages an enemy, his strength increases. There are other statistics that affect Terry's relationship with the game's non-playable characters, including fame, courage, and karma. The character can attack any NPC at will. As animosity towards Terry grows, townsfolk will attack Terry on the street or run when they see him. Weaker enemies also flee when Terry advances depending on his fame.
Man I miss the shizo gsme libraries of the DS and PSP. Shit was whacky.
Oh there's tons of novelty. Very interesting ideas at play and you can tell a lot of thought went into making it a memorable experience.
>In Contact, several atypical gameplay mechanics ensure a certain amount of alienation between the player, the Professor, and Terry. The Professor talks directly to the player, giving instructions in order to help Terry. Once battle mode is entered, Terry's attacking is essentially on autopilot - being done automatically provided the attack is not on cooldown, and Terry is within range of the enemy. The player can switch weapons, move Terry, and use items, decals, and skills, but the bulk of combat is out of the player's hands, and they essentially watch, waiting for the right moments to use their abilities, while Terry handles attacking on his own.
>Unlike many RPGs, experience gain is instantaneous during battles, which complements the real time combat system. Rather than increasing multiple statistics at once, Contact's experience system increases Terry's statistics individually as he performs specific actions.[4] For instance, when Terry takes damage, his defense increases; when he damages an enemy, his strength increases. There are other statistics that affect Terry's relationship with the game's non-playable characters, including fame, courage, and karma. The character can attack any NPC at will. As animosity towards Terry grows, townsfolk will attack Terry on the street or run when they see him. Weaker enemies also flee when Terry advances depending on his fame.
Man I miss the shizo gsme libraries of the DS and PSP. Shit was whacky.
7/4/2025, 12:14:09 PM
>>529894979
>there's no good non Japanese fanart
You're sheltered. But then, most incels are so that checks out.
>there's no good non Japanese fanart
You're sheltered. But then, most incels are so that checks out.
7/2/2025, 1:58:01 AM
>>529584885
I'm reminded of how /v/ got completely filtered by Spec Op: The Line. God forbid a piece of media asks the person interacting with it to be introspective about their relationship to the media they consume.
I'm reminded of how /v/ got completely filtered by Spec Op: The Line. God forbid a piece of media asks the person interacting with it to be introspective about their relationship to the media they consume.
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