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","
] | 266,357 |
designed with significant redundancy, as a single play @ - @ through of the game will miss large sections of dialogue, areas, and other content. in some missions the player is encouraged to avoid using deadly force, and certain aspects of the story may change depending on how violent or non @ - @ violent the player chooses to be. the game is also unusual in that two of its boss villains can be killed off early in the game, or left alive to be defeated later, and this too affects how other characters interact with the player. because of its design focus on player choice, deus ex has been compared with system shock,
| 663 |
[
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"##rat",
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"riding"
] | 637,157 |
, with the golden fleece also used to deflect enemy attacks. kratos acquires a new relic, hades'soul, which allows him to safely swim in the river styx. the blade of olympus, a primary weapon in god of war ii, is used in this game with the special ability rage of sparta for temporary invulnerability and increased attack damage. new additions to the gameplay include the combat grapple, a ranged @ - @ grab maneuver which, depending on the weapon, can pull kratos towards foes or force them away — necessary at certain points in the game, with kratos riding
| 663 |
[
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"keep",
"the",
"action",
"shifting",
",",
"refreshing",
",",
"and"
] | 262,012 |
banjo @ - @ kazooie, the soundtrack was credited for its different arrangements of specific songs that gradually change as players move from one area to the next, and for its rich and creative instrumentation. reviewers also highlighted the number of sound effects. satterfield observed that " there are literally dozens of sounds just for conker's footsteps ". the gameplay was highlighted for its variety and unconventional context @ - @ sensitive systems. matt casamassina credited rare for reducing the number of items to collect and simplifying the moves with context @ - @ sensitive pads, stating that they " help keep the action shifting, refreshing, and
| 663 |
[
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"space",
"colony"
] | 216,639 |
the main game ; tikal and chaos from the original sonic adventure is playable in the treasure @ - @ hunting game, as are amy and metal sonic in the foot @ - @ racing levels. after learning about a secret weapon from the diary of his late grandfather, professor gerald robotnik, eggman infiltrates a high @ - @ security g. u. n. facility to find it, and uses a chaos emerald to free it. this weapon, a black hedgehog and self @ - @ proclaimed " ultimate life form " named shadow, offers to help eggman take over the world, telling him to rendezvous at the abandoned space colony
| 663 |
[
".",
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"a"
] | 157,123 |
. = joust ( video game ) = joust is an arcade game developed by williams electronics and released in 1982. while not the first game to feature two @ - @ player cooperative play, joust was more successful than its predecessors and popularized the concept. the player uses a button and joystick to control a knight riding a flying ostrich. the object is to progress through levels by defeating groups of enemy knights riding buzzards. john newcomer led the development team, which included bill pfutzenreuter, jan hendricks, python anghelo, tim murphy, and john kotlarik. newcomer aimed to create a
| 663 |
[
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] | 436,091 |
first week. during 2015, agar. io was google's most searched game. agar. io was featured ( including some details of its gameplay as well as a shot of an actual game ) in " chapter 48 " of netflix tv @ - @ series house of cards. its gameplay was compared to the presidential campaigning. = = = use as a political soapbox = = = during the campaigns of the june 2015 turkish elections, agar. io was used in turkey as a medium of political advocacy ; many players were naming their cells after turkish political parties and references, with alliances formed between players with similar political views, battling against
| 663 |
[
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"tracking",
".",
"while",
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"required",
"registration"
] | 356,128 |
have led reviewers to feel a sense of epicness, comparable to reliving battles in science fiction series like babylon 5 and star wars. similarly, pc gamer praised the scaling of ships and battles and said that they " [ came ] as close to creating the feeling of a world war ii naval battle in space as any game has ever come " and that " that's what fighter combat, in space or on earth, should be all about. ". opinions were generally favorable towards freespace 2's multiplayer implementation. squadwar received favorable responses from the reviewers who were impressed by its persistent nature and statistics tracking. while the required registration
| 663 |
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] | 176,918 |
items, such as riddler trophies, chattering joker teeth, interview tapes with some of arkham's inmates, and cryptic messages left in the asylum by its founder amadeus arkham that discuss the facility's bleak history. the player is rewarded for solving riddles and finding collectibles with experience points and additional game content, including challenge maps that test the player's skill at the game's combat system, character biographies, and in @ - @ game statues of arkham asylum's characters. players can traverse enemy @ - @ controlled areas using stealth or direct combat. the game's " freeflow " combat uses
| 663 |
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] | 622,809 |
in the original black and white format, while she takes the form of a seagull if played with color in the dx version. like most games in the legend of zelda series, link's awakening is an action @ - @ adventure game focused on exploration and combat. the majority of the game takes place from an overhead perspective. the player traverses the overworld of koholint island while fighting monsters and exploring underground dungeons. dungeons steadily become larger and more difficult, and feature " nightmare " boss characters that the player must defeat, taking different forms in each dungeon, and getting harder to defeat each time. success earns
| 663 |
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] | 63,084 |
s " hyper combo gauge " will gradually fill with energy, which can be expended by players to execute certain techniques, such as hyper combos, which are stronger versions of special moves ; " snapbacks ", which force the current opponent off the screen and replaces them with one of their other teammates ; and " crossover combinations ", which summon the player's entire team to use their hyper combos all at once. players must use the various attacks in their arsenal to exhaust their opponent's life gauge and defeat the entire enemy team, or have the most cumulative health when time runs out. marvel vs. capcom 3 is the
| 663 |
[
"rounds",
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"long",
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"then",
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"and",
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".",
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"'",
"s",
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"@",
"-",
"@",
"screen",
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"would",
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"at",
"99",
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",",
"resulting",
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"\"",
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"to",
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"death",
"\"",
"between",
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"and",
"sheng",
"long",
".",
"sheng",
"long",
"was",
"stated",
"to",
"feature",
"the",
"special",
"moves",
"of",
"all",
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",",
"such",
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"chun",
"@",
"-",
"@",
"li",
"'",
"s",
"\"",
"spinning",
"bird",
"kick",
"\"",
"and",
"saga",
"##t",
"'",
"s",
"\"",
"tiger",
"shot",
"\"",
",",
"but",
"in",
"##flict",
"more",
"damage",
".",
"in",
"addition",
",",
"the",
"character",
"was",
"supposedly",
"faster",
"than",
"any",
"other",
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"in",
"the",
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",",
"ne",
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"the",
"pause",
"between",
"projectile",
"attacks",
".",
"other",
"attacks",
"mentioned",
"included",
"an"
] | 692,505 |
rounds sheng long would then appear out of nowhere and throw bison off of the edge screen and out of the way. the game's on @ - @ screen timer would then stop at 99 seconds, resulting in a " fight to the death " between ryu and sheng long. sheng long was stated to feature the special moves of all the fighters, such as chun @ - @ li's " spinning bird kick " and sagat's " tiger shot ", but inflict more damage. in addition, the character was supposedly faster than any other fighter in the game, negating the pause between projectile attacks. other attacks mentioned included an
| 663 |
[
"main",
"categories",
",",
"leader",
",",
"soldier",
",",
"scientist",
",",
"and",
"scout",
".",
"each",
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"is",
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",",
"and",
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",",
"abilities",
"and",
"vehicle",
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"are",
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".",
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"can",
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"at",
"will",
",",
"and",
"each",
"form",
"has",
"unique",
"abilities",
".",
"while",
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"form",
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"different",
"weapons",
",",
"reminiscent",
"of",
"those",
"found",
"in",
"first",
"@",
"-",
"@",
"person",
"shooters",
".",
"while",
"in",
"vehicle",
"form",
"each",
"character",
"can",
"boost",
"their",
"speed",
".",
"each",
"campaign",
"level",
"gives",
"the",
"player",
"a",
"choice",
"of",
"three",
"transformers",
".",
"the",
"campaign",
"can",
"be",
"played",
"in",
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"@",
"-",
"@",
"player",
"or",
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"##ly",
"via",
"online",
"multiplayer",
",",
"and",
"players",
"can",
"enter",
"or",
"leave",
"the",
"game"
] | 667,476 |
main categories, leader, soldier, scientist, and scout. each character in the campaign is classified as one of these types, and their weaponry, abilities and vehicle form are largely influenced by their character class. players can change between forms at will, and each form has unique abilities. while in robot form characters can also collect different weapons, reminiscent of those found in first @ - @ person shooters. while in vehicle form each character can boost their speed. each campaign level gives the player a choice of three transformers. the campaign can be played in single @ - @ player or cooperatively via online multiplayer, and players can enter or leave the game
| 663 |
[
"##nal",
"machine",
"=",
"indiana",
"jones",
"and",
"the",
"in",
"##fer",
"##nal",
"machine",
"is",
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"-",
"@",
"platform",
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"@",
"-",
"@",
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"##arts",
"released",
"in",
"late",
"1999",
".",
"the",
"first",
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",",
"its",
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"solving",
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",",
"fighting",
"enemies",
",",
"and",
"various",
"platform",
"##ing",
"sections",
".",
"the",
"story",
"told",
"is",
"set",
"between",
"the",
"events",
"of",
"indiana",
"jones",
"and",
"the",
"iron",
"phoenix",
"and",
"indiana",
"jones",
"and",
"the",
"kingdom",
"of",
"the",
"crystal",
"skull",
",",
"and",
"puts",
"the",
"eponymous",
"protagonist",
",",
"the",
"adventurer",
"indiana",
"jones",
",",
"against",
"the",
"soviet",
"union",
".",
"in",
"a",
"race",
"for",
"a",
"mythological",
"babylonian",
"power",
"source",
",",
"he",
"joins",
"forces",
"with",
"the",
"central",
"intelligence",
"agency",
"and",
"collects",
"four",
"pieces",
"of",
"the",
"in",
"##fer",
"##nal",
"machine",
","
] | 92,157 |
##nal machine = indiana jones and the infernal machine is a multi @ - @ platform action @ - @ adventure video game by lucasarts released in late 1999. the first 3d installment in the series, its gameplay focuses on solving puzzles, fighting enemies, and various platforming sections. the story told is set between the events of indiana jones and the iron phoenix and indiana jones and the kingdom of the crystal skull, and puts the eponymous protagonist, the adventurer indiana jones, against the soviet union. in a race for a mythological babylonian power source, he joins forces with the central intelligence agency and collects four pieces of the infernal machine,
| 663 |
[
"in",
"the",
"sand",
",",
"with",
"a",
"large",
"mountain",
"in",
"the",
"distance",
".",
"the",
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"this",
"mountain",
",",
"the",
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"game",
",",
"is",
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"into",
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"##ly",
".",
"the",
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",",
"as",
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"camera",
",",
"which",
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",",
"either",
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"stick",
"or",
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"@",
"-",
"@",
"sensitive",
"controller",
".",
"the",
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"can",
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"with",
"one",
"button",
",",
"or",
"emi",
"##t",
"a",
"word",
"##less",
"shout",
"or",
"musical",
"note",
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"another",
";",
"the",
"length",
"and",
"volume",
"of",
"the",
"shout",
"depends",
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"how",
"the",
"button",
"is",
"pressed",
",",
"and",
"the",
"note",
"stays",
"in",
"tune",
"with",
"the",
"background",
"music",
".",
"these",
"controls",
"are",
"presented",
"pictorial",
"##ly",
"in",
"the"
] | 13,818 |
in the sand, with a large mountain in the distance. the path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. the player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion @ - @ sensitive controller. the player can jump with one button, or emit a wordless shout or musical note with another ; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. these controls are presented pictorially in the
| 663 |
[
"review",
"of",
"the",
"game",
"in",
"inc",
"##ite",
"pc",
"gaming",
"says",
"that",
"\"",
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",",
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"a",
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".",
"\"",
"the",
"name",
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"one",
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"a",
"journal",
",",
"which",
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"player",
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"'",
"s",
"numerous",
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"and",
"sub",
"##pl",
"##ots",
".",
"death",
"of",
"the",
"player",
"character",
"usually",
"impose",
"##s",
"no",
"penalty",
"beyond",
"res",
"##pa",
"##wn",
"##ing",
"in",
"a",
"different",
"location",
".",
"alignment",
"in",
"d",
"&",
"d",
"—",
"which",
"determines",
"a",
"character",
"'",
"s",
"ethical",
"and",
"moral",
"perspective",
"on",
"the",
"independent",
"axes",
"of",
"\"",
"good",
"vs",
".",
"evil",
"\"",
"and",
"\"",
"law",
"vs",
".",
"chaos",
"\"",
"—",
"is",
"a",
"static",
"property",
",",
"chosen",
"by"
] | 161,964 |
review of the game in incite pc gaming says that " the game is almost entirely story driven, and by asking the right questions you should only have to get violent a handful of times. " the nameless one carries a journal, which helps the player keep track of the game's numerous quests and subplots. death of the player character usually imposes no penalty beyond respawning in a different location. alignment in d & d — which determines a character's ethical and moral perspective on the independent axes of " good vs. evil " and " law vs. chaos " — is a static property, chosen by
| 663 |
[
"knocked",
"beyond",
"a",
"stage",
"'",
"s",
"boundary",
"and",
"disappears",
"from",
"the",
"screen",
",",
"the",
"character",
"loses",
"either",
"a",
"life",
",",
"a",
"point",
",",
"or",
"coins",
",",
"depending",
"on",
"the",
"mode",
"of",
"play",
".",
"brawl",
"includes",
"a",
"function",
"which",
"allows",
"players",
"to",
"create",
"profiles",
"with",
"personal",
"##ized",
"button",
"configurations",
"for",
"each",
"control",
"method",
"along",
"with",
"their",
"chosen",
"user",
"##name",
".",
"the",
"characters",
"in",
"brawl",
"fight",
"each",
"other",
"using",
"a",
"variety",
"of",
"attacks",
",",
"that",
"give",
"the",
"player",
"a",
"wider",
"selection",
"than",
"the",
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".",
"players",
"execute",
"each",
"move",
"by",
"pressing",
"a",
"button",
"in",
"conjunction",
"with",
"a",
"tilt",
"of",
"the",
"control",
"stick",
"or",
"a",
"press",
"of",
"the",
"d",
"@",
"-",
"@",
"pad",
",",
"depending",
"on",
"the",
"mode",
"of",
"control",
".",
"in",
"addition",
"to",
"basic",
"attacks",
",",
"characters",
"have",
"access",
"to"
] | 771,920 |
knocked beyond a stage's boundary and disappears from the screen, the character loses either a life, a point, or coins, depending on the mode of play. brawl includes a function which allows players to create profiles with personalized button configurations for each control method along with their chosen username. the characters in brawl fight each other using a variety of attacks, that give the player a wider selection than the predecessors. players execute each move by pressing a button in conjunction with a tilt of the control stick or a press of the d @ - @ pad, depending on the mode of control. in addition to basic attacks, characters have access to
| 663 |
[
",",
"and",
"run",
"and",
"gun",
"games",
".",
"players",
"control",
"the",
"playable",
"character",
"from",
"a",
"third",
"@",
"-",
"@",
"person",
"perspective",
"in",
"a",
"free",
"three",
"dimensional",
"environment",
".",
"the",
"game",
"features",
"extensive",
"levels",
"to",
"explore",
",",
"items",
"to",
"collect",
",",
"power",
"@",
"-",
"@",
"ups",
"that",
"enhance",
"characters",
"health",
"and",
"weaponry",
",",
"towering",
"bosses",
"to",
"defeat",
",",
"and",
"devastation",
"on",
"a",
"massive",
"scale",
".",
"unlike",
"other",
"rare",
"shooters",
"such",
"as",
"golden",
"##eye",
"00",
"##7",
"or",
"perfect",
"dark",
",",
"the",
"weapons",
"in",
"jet",
"force",
"gemini",
"feature",
"no",
"magazines",
"and",
"cannot",
"be",
"re",
"##loaded",
"after",
"a",
"certain",
"number",
"of",
"shots",
".",
"players",
"fight",
"on",
"foot",
"and",
"have",
"the",
"ability",
"to",
"jump",
".",
"much",
"of",
"the",
"game",
"is",
"spent",
"in",
"battle",
",",
"but",
"some",
"parts",
"feature",
"jump",
"mechanics",
",",
"as",
"the",
"player"
] | 169,762 |
, and run and gun games. players control the playable character from a third @ - @ person perspective in a free three dimensional environment. the game features extensive levels to explore, items to collect, power @ - @ ups that enhance characters health and weaponry, towering bosses to defeat, and devastation on a massive scale. unlike other rare shooters such as goldeneye 007 or perfect dark, the weapons in jet force gemini feature no magazines and cannot be reloaded after a certain number of shots. players fight on foot and have the ability to jump. much of the game is spent in battle, but some parts feature jump mechanics, as the player
| 663 |
[
"into",
"the",
"killing",
"\"",
",",
"citing",
"the",
"example",
"of",
"traps",
"with",
"empty",
"vehicles",
"as",
"bait",
".",
"the",
"reviewer",
"praised",
"the",
"smaller",
",",
"tighter",
"levels",
"with",
"a",
"difficulty",
"curve",
"within",
"those",
"levels",
":",
"\"",
"gun",
"##g",
"@",
"-",
"@",
"ho",
"\"",
"sections",
"building",
"to",
"tactical",
"play",
"against",
"tough",
"##er",
"enemies",
".",
"he",
"compared",
"this",
"favour",
"##ably",
"with",
"the",
"first",
"game",
":",
"\"",
"the",
"level",
"design",
"is",
"consistently",
"better",
"\"",
",",
"in",
"particular",
"the",
"\"",
"beirut",
",",
"media",
"##ev",
"##il",
"and",
"chicago",
"levels",
"look",
"and",
"play",
"wonderful",
"##ly",
".",
"\"",
"he",
"nevertheless",
"felt",
"the",
"thematic",
"shifts",
"lacked",
"co",
"##her",
"##ence",
"and",
"atmosphere",
".",
"the",
"game",
"'",
"s",
"alien",
"planet",
"levels",
"drew",
"much",
"criticism",
",",
"on",
"which",
"amiga",
"computing",
"opined",
":",
"\"",
"whoever",
"chose",
"the",
"colour",
"schemes",
"should",
"be",
"thrown",
"away"
] | 387,670 |
into the killing ", citing the example of traps with empty vehicles as bait. the reviewer praised the smaller, tighter levels with a difficulty curve within those levels : " gung @ - @ ho " sections building to tactical play against tougher enemies. he compared this favourably with the first game : " the level design is consistently better ", in particular the " beirut, mediaevil and chicago levels look and play wonderfully. " he nevertheless felt the thematic shifts lacked coherence and atmosphere. the game's alien planet levels drew much criticism, on which amiga computing opined : " whoever chose the colour schemes should be thrown away
| 663 |
[
",",
"conan",
"meets",
"a",
"'",
"kan",
"##na",
"while",
"he",
"is",
"fighting",
"through",
"a",
"pirate",
"base",
".",
"teaming",
"up",
"with",
"the",
"barbarian",
"to",
"find",
"his",
"armor",
",",
"the",
"warrior",
"queen",
"hopes",
"to",
"use",
"its",
"magic",
"to",
"end",
"the",
"curse",
"—",
"the",
"black",
"death",
"—",
"that",
"is",
"causing",
"her",
"people",
"to",
"kill",
"each",
"other",
".",
"their",
"quest",
"leads",
"players",
"through",
"several",
"locations",
"and",
"boss",
"creatures",
"such",
"as",
"dragons",
",",
"undead",
"elephants",
",",
"and",
"k",
"##rak",
"##ens",
".",
"flashbacks",
"are",
"shown",
"when",
"re",
"##tri",
"##eving",
"a",
"piece",
"of",
"armor",
"after",
"killing",
"certain",
"bosses",
";",
"these",
"back",
"@",
"-",
"@",
"stories",
"tell",
"of",
"grave",
"##n",
"'",
"s",
"imprisonment",
"of",
"the",
"gods",
",",
"his",
"plan",
"to",
"sacrifice",
"his",
"daughter",
"a",
"'",
"kan",
"##na",
",",
"and",
"his",
"creation",
"of",
"the",
"black",
"death",
"to",
"transform"
] | 168,074 |
, conan meets a'kanna while he is fighting through a pirate base. teaming up with the barbarian to find his armor, the warrior queen hopes to use its magic to end the curse — the black death — that is causing her people to kill each other. their quest leads players through several locations and boss creatures such as dragons, undead elephants, and krakens. flashbacks are shown when retrieving a piece of armor after killing certain bosses ; these back @ - @ stories tell of graven's imprisonment of the gods, his plan to sacrifice his daughter a'kanna, and his creation of the black death to transform
| 663 |
[
"same",
"time",
".",
"puzzles",
"in",
"this",
"section",
"rev",
"##ol",
"##ve",
"around",
"using",
"this",
"mechanic",
"to",
"carry",
"out",
"multiple",
"actions",
"at",
"once",
".",
"6",
".",
"he",
"##sit",
"##ance",
"provides",
"the",
"player",
"with",
"a",
"magic",
"ring",
"which",
",",
"when",
"dropped",
",",
"warp",
"##s",
"the",
"flow",
"of",
"time",
"around",
"itself",
";",
"the",
"closer",
"moving",
"objects",
"(",
"including",
"tim",
")",
"are",
"to",
"it",
",",
"the",
"slower",
"time",
"passes",
"for",
"them",
".",
"the",
"regular",
"re",
"##wind",
"control",
"remains",
"available",
".",
"the",
"final",
"world",
"is",
"labeled",
"simply",
"\"",
"1",
".",
"\"",
"in",
"this",
"world",
",",
"time",
"flows",
"in",
"reverse",
".",
"re",
"##wind",
"##ing",
"time",
"returns",
"the",
"flow",
"of",
"time",
"to",
"its",
"normal",
"state",
".",
"each",
"stage",
"contains",
"puzzle",
"pieces",
"that",
"must",
"be",
"collected",
"to",
"create",
"ji",
"##gs",
"##aw",
"puzzles",
"that",
"tell",
"the",
"story",
","
] | 400,145 |
same time. puzzles in this section revolve around using this mechanic to carry out multiple actions at once. 6. hesitance provides the player with a magic ring which, when dropped, warps the flow of time around itself ; the closer moving objects ( including tim ) are to it, the slower time passes for them. the regular rewind control remains available. the final world is labeled simply " 1. " in this world, time flows in reverse. rewinding time returns the flow of time to its normal state. each stage contains puzzle pieces that must be collected to create jigsaw puzzles that tell the story,
| 663 |
[
"six",
"@",
"-",
"@",
"volume",
"adaptation",
"series",
"titled",
"the",
"king",
"of",
"fighters",
"'",
"94",
"ga",
"##ide",
"##n",
"(",
"beginning",
"with",
"isbn",
"4",
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] | 287,170 |
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| 663 |
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"chains",
"##aw",
"an",
"opponent",
"also",
"using"
] | 741,300 |
the campaign mode, or as any of the human or locust characters in multiplayer mode, can only carry a pistol, one type of grenade, and two other weapons at any time, though they may swap these for weapons found in strategic locations or left by downed foes or fallen allies. each weapon can be used for normal fire as well as for melee attacks ; the game's signature lancer, an assault rifle mounted with a chainsaw bayonet for its melee, can be used to instantly kill foes. the game introduces the ability to engage in chainsaw duels should the player attempt to chainsaw an opponent also using
| 663 |
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] | 194,032 |
" which it argued made the age of kings outstanding. these included the idle unit button and town bell. gamespy's carlos salgado was appreciative of other features ; he praised the ability to create individual profiles for different players and to customize hotkeys. meanwhile, ign appreciated the new abilities given to the villager unit — the review stated villagers " now play an important role not only in the collection of resources, but also in town defense and even in combat. " allgame's michael l. house enjoyed the use of sound bites in civilizations'native languages, which he said was " very influential in
| 663 |
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] | 77,970 |
##match mode in which the main objective is to kill opponents as many times as possible. it can be played as a free @ - @ for @ - @ all game or in teams. in you only live twice, players only have two lives before they are eliminated from the game, and licence to kill is a mode in which players die from a single hit with any weapon. in the man with the golden gun, a single golden gun, which is capable of killing opponents with only one shot, is placed in a fixed location on the map ; once the golden gun is picked up, the only way to re @ - @ acquire it
| 663 |
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] | 437,510 |
##able blind spots and leaps of faith ", and found the number of stages and their re @ - @ use over multiple missions " a little bit disconcerting ". he conceded that it added to the game's replay value, comparing the levels to tracks in racing games. control and camera movement concerned reviewers. bettenhausen called the controls " a tad reckless at first – sonic's momentum takes some getting used to, and trying to go in reverse is a pain – but become more natural and fluid as you get acclimated to the fast @ - @ paced, twitchy action. " casamassina and mueller offered
| 663 |
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] | 39,953 |
iv is an action @ - @ adventure game played from a third @ - @ person perspective. players complete missions — linear scenarios with set objectives — to progress through the story. it is possible to have several active missions running at one time, as some missions require players to wait for further instructions or events. outside of missions, players can freely roam the game's open world, and have the ability to complete optional side missions. composed of the fictional city of liberty city, the world of grand theft auto iv is larger in area than most earlier entries in the series. at the beginning of the game, players can only explore the first island
| 663 |
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] | 367,648 |
system is no longer needed : this enables lightning to be moved around the battle field to a limited degree. the majority of the garbs and their accessories are either purchasable in the in @ - @ game shops or received upon completing quests. stronger garbs, items, shields and weapons are unlocked in hard mode, along with access to more challenging areas and boss battles. lightning can equip three schemata directly, while having additional slots for backup costumes which can be equipped outside battle. she can be equipped a close @ - @ combat weapon ( sword, spear, etc. ), a shield and a
| 663 |
[
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] | 547,829 |
##ata ) where the starite is awarded once the puzzle is solved, while action levels will appeal to gamers that prefer side @ - @ scrolling platformers, featuring switches, spike traps, and other similar elements. players are awarded " merits " for completing levels while meeting certain requirements, such as not summoning any weapon @ - @ like object. once the player completes a level, a silver star appears on the level selection button and a " free play " mode is unlocked. at that point, the player is given the option to play through the level three consecutive times without reusing objects. successfully completing the challenge grants the player a gold
| 663 |
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] | 840,841 |
different colors, whereas in the fds version they are all gray. also, the two dungeon bosses carrok and volvagia ( the latter being initially named barba in the nes release ) have different graphical appearances. the game over screen in the english version features the silhouette of ganon from the chest up, with the text saying " game over / return of ganon ", whereas the fds game over screen is a plain black screen with the text saying " return of ganon / the end ". there are some slight additions to the dungeons, as well as a handful of differences on the dungeons themselves. due to an additional
| 663 |
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] | 320,422 |
klungo sssavesss teh universsse ", a set of new levels for the " hero klungo sssavesss teh world " minigame. the add @ - @ on also includes seven new multiplayer game types. = = reception = = the game received a mixed reception from the community for not featuring certain key elements found in previous games. according to rare, the early reception was " expected ". the game received mostly positive reviews from critics upon release. it holds an average score of 79 / 100 at metacritic, based on an aggregate of 71 reviews. the vehicular @ - @ based
| 663 |
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] | 75,650 |
##opy, a bdsm practitioner, for the purpose of providing legitimate " dykes " in video games. she also made the game difficult, to fit in with its bdsm theme. james harvey attempted to make this game appealing for the bdsm community. mighty jill off has received praise for its bdsm themes from critics of websites such as rock, paper, shotgun and game set watch. it was also praised for its high level of difficulty by editors of gamesradar and bitmob. 1up. com included it in its list of favourite free pc games of 2009. = = gameplay and scenario = =
| 663 |
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] | 133,019 |
as it gave players time to think and plan before executing moves. this fell in line with the idea of hitman being a " thinking man ’ s game ". designers tested a feature that would let players lie in wait for targets, similar to the mainline hitman games. this feature was cut from the final version for gameplay reasons as it allowed players to kill any target on the board and prevented the puzzles from working as intended. the artistic inspiration for the game was drawn from architectural models and dioramas. characters were created in fixed poses without any limb animations, like chess pieces. instead of creating detailed textures which requires additional memory,
| 663 |
[
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] | 241,997 |
moonlight. he said that " ninja gaiden was about as cool as an 8 @ - @ bit game could be, especially for ninja @ - @ crazed kids of the'80s who, like me, had worn out their vhs copies of enter the ninja ". in a july 2011 issue, retro gamer listed the game's opening as one of the most popular ones at the time. the magazine noted how its usage of cutscenes, animations, and overall presentation put the game above most other action titles at the time. while it lauded the controls and gameplay elements, as with other reviews, it criticized the difficulty, calling
| 663 |
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] | 382,221 |
action @ - @ adventure game, or third @ - @ person shooter. they are noted for frequently bearing strong violent or criminal themes, though exceptions like american mcgee presents : scrapland have copied its gameplay and structure with a teen rating. = = = other terminology = = = calling a game a " grand theft auto clone " is sometimes considered unfair or insulting. this is because reviewers sometimes use this term to suggest that the " clone " is a mere imitation, which commonly occurs in the video game industry, designed for the sole purpose of capitalizing on the success of the grand theft auto series. however, this term can also be used as
| 663 |
[
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"in",
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",",
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] | 402,204 |
continue. from dark forces ii onwards, the games have included lightsaber combat and the use of force powers, which have been tweaked and modified as the series has progressed. in the first game, dark forces, the focus is on combat against various creatures and characters from the star wars universe, and includes environmental puzzles and hazards, whilst following a central storyline outlined in mission briefings and cutscenes. for combat, the player may use fists, explosive land mines and thermal detonators, as well as blasters and other ranged weapons, with the gameplay leaning more towards ranged combat. in dark forces ii, the player
| 663 |
[
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"named",
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] | 441,652 |
of an elite multinational paramilitary organization called xcom and is tasked with defending the earth. the player commands troops in the field in a series of turn @ - @ based tactical missions ; between missions, the player directs the research and development of new technologies from recovered alien technology and captured prisoners, expands xcom's base of operations, manages xcom's finances, and monitors and responds to alien activity. xcom : enemy unknown was critically acclaimed, with several reviewers commenting on the game's difficulty, replayability, and addictiveness. a number of publications, including gamespy, gametrailers and giant bomb, named it
| 663 |
[
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] | 274,793 |
- @ completing map screen, and a default " run " option. it also featured the option to choose between two control schemes : one mirroring the original snes controls, and the other making use of the ds's touch screen. masato kato participated in development, overseeing the addition of the monster @ - @ battling arena, two new areas, the lost sanctum and the dimensional vortex, and a new ending that further foreshadows the events of chrono cross. one of the areas within the vortex uses the " singing mountain " song that was featured on the original chrono trigger soundtrack. these new dungeons met
| 663 |
[
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] | 167,270 |
s1 it has even been improved upon. " wayne maclaurin of sf site describes the module as " a classic " and a " must have " for gamers, saying that when he played the game in high school, most of his group's characters quickly died. maclaurin explains that tomb of horrors is a classic not because of its difficulty, but because it was the first module that did not involve killing large amounts of monsters ; it was a " collection of puzzles and maps. " its focus on traps rather than monsters was a surprise to gamers at the time. one technique that some players used to get past the
| 663 |
[
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"the",
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] | 204,473 |
##ing them as " nicely detailed " and " super @ - @ smoothly animated ", respectively. matt bielby of your sinclair praised the presentation and gameplay, citing them both as " out of the ordinary ", whilst also praising the developer's attention for detail. steve fielder of commodore format praised the game's ability to fully utilise the colour palette of the commodore 64, in which fielder praised the " smooth " side scrolling levels and " derfully " detailed backdrops. two reviewers of mean machines praised the sprites and background drops, calling both " cleverly animated " and " atmospheric ". however, the other reviewer
| 663 |
[
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"wichita",
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"\"",
",",
"and",
","
] | 374,635 |
what i want to be... invisible ". according to public theater artistic director oskar eustis, " both [ hair and hamlet ] center on idealistic brilliant men as they struggle to find their place in a world marred by war, violence, and venal politics. they see both the luminous possibilities and the harshest realities of being human. in the end, unable to effectively combat the evil around them, they tragically succumb. " other literary references include the song " three @ - @ five @ - @ zero @ - @ zero ", based on ginsberg's poem " wichita vortex sutra ", and,
| 663 |
[
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".",
"the",
"player",
"with",
"wins",
"in"
] | 777,756 |
##erts to being regular sonic when all of his rings are gone. the game also has a competitive mode, where two players compete against each other to the finish line, as either sonic or tails, in a split @ - @ screen race through three of the regular levels and a special stage. after one player finishes one of the regular levels, the other player must finish the zone within 60 seconds, or the level ends instantly. in the regular levels, players are ranked in five areas ( score, time, rings held at the end of the level, total rings collected, and number of item boxes broken ). the player with wins in
| 663 |
[
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] | 676,284 |
three @ - @ dimensional fashion. unlike the traditional fighting game design involving multiple rounds with regenerative life bars, injustice uses a scheme similar to the killer instinct series. each match consists of a single round with each player bearing two life bars. the game utilizes a four @ - @ button control layout of light, medium, and heavy attacks, alongside a " character trait " button, which activates a unique ability or attack designed to showcase each character. for instance, superman's character trait provides a temporary boost in strength, while batman's character trait summons a swarm of robotic bats. the stages, based on various locations from the
| 663 |
[
"@",
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".",
"the",
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"angle",
"was",
"used",
"again"
] | 840,826 |
@ scrolling gameplay and experience system is also very similar to many games in the popular castlevania series, especially castlevania ii : simon's quest also released for the fds in 1987. the game incorporates a strategic combat system, a proximity continue system based on lives, an experience points ( exp ) system, magic spells, as well as more interaction with non @ - @ player characters ( npcs ). apart from the cd @ - @ i exclusive zelda : wand of gamelon and link : faces of evil, no other game in the series includes a life @ - @ feature. the side angle was used again
| 663 |
[
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".",
"other",
"new",
"features",
"included",
"the",
"fire",
"of",
"ares",
"magic",
"and"
] | 450,613 |
also developed a system to allow them to monitor, log, and interpret any changes added, and the beta test gave insight on how to prioritize key features. at e3 2012, a single @ - @ player demo was showcased, showing new gameplay mechanics and combat systems. the demo revealed a redesigned quick time event mini @ - @ game, which replaced some button prompts with a new, prompt @ - @ less, free @ - @ form system. it featured the world weapons mechanic and kratos was shown to be capable of swinging opponents through the air while simultaneously attacking. other new features included the fire of ares magic and
| 663 |
[
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"##su",
".",
"text",
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"'",
"s",
"box",
"art",
"also",
"drew",
"attention",
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".",
"nam",
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"promotional",
"items",
",",
"such",
"as",
"artwork",
",",
"screens",
"##hot",
"##s",
",",
"and"
] | 196,633 |
moves are unique to necrid's repertoire, such as elder topaz, an attack stance that allows the use of an altered set of attacks for a short time, and void cannon, which creates a small explosion on the ground at varying distances from necrid. = = promotion and reception = = yotoriyama announced necrid early in soulcalibur ii's production for the xbox, in an interview with the japanese magazine famitsu. text in each version of the game's box art also drew attention to necrid. namco later featured the character in promotional items, such as artwork, screenshots, and
| 663 |
[
"player",
"an",
"avatar",
"who",
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"players",
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"-",
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"environments",
",",
"which",
"test",
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"player",
"'",
"s",
"navigation",
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"and",
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"light",
"conditions",
"and",
"camera",
"angles",
"and",
"sight",
"##lines",
"which",
"restrict",
"visibility",
")"
] | 179,707 |
player an avatar who is more frail than the typical action game hero. the survival horror genre is also known for other non @ - @ combat challenges, such as solving puzzles at certain locations in the game world, and collecting and managing an inventory of items. areas of the game world will be off limits until the player gains certain items. occasionally, levels are designed with alternative routes. levels also challenge players with maze @ - @ like environments, which test the player's navigational skills. levels are often designed as dark and claustrophobic ( often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility )
| 663 |
[
"@",
"-",
"@",
"player",
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"and",
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"69",
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"##s",
",",
"based",
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"the",
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"critics",
",",
"who",
"indicated",
"that",
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"game",
"builds",
"upon"
] | 140,825 |
@ - @ player story in mysteries of the sith is set five years after the events of jedi knight. the player once more takes control of kyle katarn, but later in the game is given control of mara jade, one of the most popular star wars expanded universe characters. = = reception = = star wars jedi knight : dark forces ii was well received. the game holds an aggregate score of 91 out of 100 on metacritic, based on ten reviews, and 88 @. @ 69 % on gamerankings, based on thirteen reviews. the combination of puzzles and gameplay drew praise from critics, who indicated that the game builds upon
| 663 |
[
"capt",
"##ors",
"were",
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"vampires",
".",
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"the",
"developers",
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"tal",
"##a",
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"the",
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"moves",
"the",
"actress",
"performed",
"fit",
"the"
] | 137,323 |
captors were killed by vampires. tala was then herself rescued by the darkwatch troops, who turned her into one of their own. however, her experiences made her extremely bitter, and she began pursuing ever more power at any cost, secretly desiring to get revenge upon the world for the death of her parents. despite her ruthlessness, tala quickly rose through the darkwatch ranks due to her fearless battle efficiency. the developers described her as not evil but " just ambitious ". tala is the only character who uses kicks in the game, due to the artists deciding that " some of the combat moves the actress performed fit the
| 663 |
[
"uprising",
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"-",
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"@",
".",
"@",
"0",
"\"",
".",
"pit",
"'",
"s",
"combat",
"abilities"
] | 465,618 |
uprising is a third @ - @ person shooter where players take control of the angel pit during his missions for the goddess of light palutena. gameplay is divided into two different styles : aerial @ - @ based rail shooter segments, and ground @ - @ based segments that feature both linear paths and free @ - @ roaming areas. the game's difficulty, or intensity, is determined by betting hearts in the fiend's cauldron before beginning each mission. the difficulty ranges from the very @ - @ easy " 0 @. @ 0 " to the highly difficult " 9 @. @ 0 ". pit's combat abilities
| 663 |
[
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"provided",
"for",
"math",
"@",
"-",
"@",
"related",
"problems"
] | 59,751 |
which they need to find the means of escape. these are presented from a first @ - @ person perspective, with the player being able to move between different pre @ - @ determined positions in each room. to escape, the player is tasked with finding various items and solving puzzles, reminiscent of escape @ - @ the @ - @ room games. at some points, the player may need to combine objects with each other to create the necessary tool to complete a puzzle. the puzzles include various brain teasers, such as baccarat and magic squares. an in @ - @ game calculator is provided for math @ - @ related problems
| 663 |
[
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"that",
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"##vani",
"##a",
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"s",
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"despite",
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".",
"castle",
"##vani",
"##a",
":",
"harmony",
"of",
"di",
"##sson"
] | 238,458 |
##vania titles along with the game's easier gameplay, the player character's badly animated sprite, and the occasionally gaudy environments. looking back on the series, mark bozon of ign concluded : " still harmony of dissonance shows off some decent visuals as an in @ - @ between, mid @ - @ generation game, and paved the way for gba's strongest castlevania title, aria of sorrow. " game informer's tim turi meanwhile felt that its design was among castlevania's best despite having among the worst music in the series. castlevania : harmony of disson
| 663 |
[
"video",
"@",
"-",
"@",
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"magazine",
",",
"these",
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"considered",
"\"",
"tan",
"##tam",
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"##las",
"##ph",
"##emy",
"\"",
".",
"faces",
"of",
"evil",
"and",
"wand"
] | 778,864 |
video @ - @ sharing websites like youtube. the cutscenes are perceived to be of poor quality. because the aging early 1990s visual effects of the titles failed to live up to the graphic effects of the 2000s, and because for many fans this was their first experience of the games, the cd @ - @ i zelda titles have developed a critical reputation as particularly poor games in the zelda franchise based largely on animation quality and to an extent on awkward controls. in the eyes of devout hardcore gamers, according to edge magazine, these games are now considered " tantamount to blasphemy ". faces of evil and wand
| 663 |
[
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",",
"including",
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",",
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",",
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"the",
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"##way",
"is",
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"using",
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"ball",
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"the",
"ball",
"from",
"falling",
"into",
"the",
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"below",
",",
"similar",
"to",
"that",
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".",
"the",
"paddle",
"'",
"s",
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"can",
"be",
"adjusted",
"by",
"holding",
"either",
"the",
"b",
"or",
"a",
"button",
"on"
] | 652,672 |
new features, including alternating stages, bonus rounds, and hazards for the player at later levels. while the game's original box art featured an unidentifiable protagonist, later international releases of the game replaced the character with mario. alleyway was released with limited advertising, receiving moderate to low scores from reviewers who compared it to games like arkanoid. the player's objective in alleyway is to clear all bricks in each stage using a ball and paddle while keeping the ball from falling into the pit below, similar to that of breakout. the paddle's speed can be adjusted by holding either the b or a button on
| 663 |
[
"is",
"h",
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".",
"flight",
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"no",
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"planned",
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"was",
"uncertain",
"that",
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"effects",
"right",
"and",
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"idea",
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".",
"nancy",
"holder",
"wrote",
"the",
"third",
"novel",
"in",
"the",
"aspect",
"series",
".",
"published"
] | 157,089 |
is hypnotized into believing that he is a normal teenager with no special abilities. a month after the publication of grant's novel bennett and gottesfeld wrote little, brown young readers'flight, about a young girl ( tia ) who clark discovers has wings. he and his friends believe that tia is being abused by her father, and teach her to overcome her fear of flying so she can find her mother. flight ( like see no evil ) was a planned episode, but the crew was uncertain that they could get the flying effects right and the idea was scrapped. nancy holder wrote the third novel in the aspect series. published
| 663 |
[
"player",
"knocks",
"another",
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"off",
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"they",
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".",
"there",
"are",
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"\"",
"batter",
"##ing",
"items",
"\"",
",",
"with",
"which",
"a",
"player",
"may",
"hit",
"an",
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"bat",
"or",
"a",
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"throwing",
"items",
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"-",
"@",
"om",
"##bs",
"and",
"shells",
",",
"and",
"shooting",
"items",
",",
"either",
"single",
"shot",
"guns",
"or"
] | 135,665 |
player knocks another player off of the main platform, they may perform an action called edge @ - @ guarding. at the same time the player that has been knocked off will try to recover by jumping back onto the stage and avoiding the other players'edge @ - @ guarding. another element in the super smash bros. series is battle items, the abundance of which players can adjust the before matches. there are conventional " battering items ", with which a player may hit an opponent, such as a baseball bat or a sword, throwing items, including bob @ - @ ombs and shells, and shooting items, either single shot guns or
| 663 |
[
"feature",
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"focused",
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"and",
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",",
"however",
",",
"can",
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"by",
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"'",
"s",
"settings",
".",
"if",
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"sequences",
"are",
"turned",
"on",
",",
"the",
"player",
"will",
"be",
"notified",
"to",
"choose",
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"map",
".",
"depending",
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"the",
"area",
"chosen",
",",
"an",
"illustration",
"of",
"a",
"battle",
"commencing",
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"or",
"a",
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"of",
"military",
"equipment",
"including",
"aero",
"##planes",
",",
"helicopters",
"and",
"tanks",
"."
] | 734,566 |
feature of the game is focused on a map of europe and western russia, which displays accurate terrain such as mountain ranges, major cities, borders and all military forces belonging to each side. the game also features an arcade sequence which involves shooting down enemy units in order to secure combat bonuses ; this gameplay mode, however, can be ignored by changing the game's settings. if the arcade sequences are turned on, the player will be notified to choose a battle on the map. depending on the area chosen, an illustration of a battle commencing in countryside or a city is presented with various forms of military equipment including aeroplanes, helicopters and tanks.
| 663 |
[
",",
"and",
"bot",
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"kills",
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"pilot",
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"-",
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"-",
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"completing",
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",",
"weapons",
",",
"custom",
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"opportunities",
",",
"and",
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"cards",
":",
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"@",
"-",
"@",
"use",
",",
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"@",
"-",
"@",
"life",
"power",
"@",
"-",
"@",
"ups",
"that",
"best",
"##ow",
"a"
] | 97,622 |
, and bot kills and titan kills are counted. pilot hunter is similar to attrition, but only counts pilot kills. in hardpoint domination, the object is to capture and defend areas of the map. in last titan standing, players begin the match in titans and have a single life. there is also a capture the flag mode. all modes are team @ - @ based and there are no free @ - @ for @ - @ alls. completing challenges unlocks new abilities, weapons, customization opportunities, and burn cards : single @ - @ use, single @ - @ life power @ - @ ups that bestow a
| 663 |
[
"the",
"player",
"is",
"taken",
"to",
"next",
"level",
".",
"when",
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"finish",
"all",
"the",
"levels",
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"the",
"chapter",
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"the",
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"survivor",
"does",
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"life",
"2",
"'",
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"based",
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".",
"in",
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"mode",
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"there",
"are",
"three",
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"maps",
"with",
"three",
"difficulties",
":",
"normal",
",",
"hard",
",",
"and",
"super",
"hard",
".",
"map",
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"gems",
"\"",
",",
"\"",
"destroy",
"zombie",
"spawning",
"points",
"\"",
",",
"and"
] | 287,277 |
the player is taken to next level. when players finish all the levels of the chapter, the game ends. progress can be saved on a removable card to allow the player to choose a new chapter at the next visit. aside from the g @ - @ man introductory cut @ - @ scene, half life 2 : survivor does not incorporate any of half @ - @ life 2's story elements, levels, or physics @ - @ based puzzles. in mission mode, there are three objective maps with three difficulties : normal, hard, and super hard. map goals include " collect gems ", " destroy zombie spawning points ", and
| 663 |
[
"##amo",
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"with",
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"game",
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",",
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"\"",
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"sequences",
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"the",
"action",
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"space",
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"side",
",",
"reviewers",
"agreed",
"the",
"professional",
"actors",
",",
"such",
"as",
"ian",
"z",
"##ieri",
"##ng"
] | 451,287 |
##amored with the game's graphics, describing them as " simply gorgeous " with the best explosions and enormous ships. the mouse @ - @ and @ - @ keyboard flight control was praised by the industry. several reviewers found it easy to shoot down enemy ships with the intuitive controls, but others pointed out that aerobatic maneuvers, such as jinking or barrel rolls, cannot be performed, reducing dogfights to overly simplistic and repetitive " chase or be chased " sequences that pale in comparison to the action in other spaceflight simulators. on the story side, reviewers agreed the professional actors, such as ian ziering
| 663 |
[
"that",
"his",
"father",
"was",
"not",
"killed",
"but",
"was",
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"possessed",
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"an",
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".",
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"occurs",
",",
"causing",
"the",
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"statues",
"to",
"transform",
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"ja",
"##shin",
".",
"after",
"ryu",
"defeats",
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"demon",
",",
"ken",
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"he",
"does",
"not",
"have",
"much",
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"live",
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"to",
"ja",
"##qui",
"##o",
"'",
"s",
"attack",
".",
"he",
"tells",
"ryu",
"to"
] | 241,955 |
that his father was not killed but was instead possessed by an evil figure. he destroys the evil figure, which releases ken from its hold. jaquio, enraged from ken's release from the possession, shows himself ; he immediately tries to kill ryu with a fiery projectile, but ken throws himself in front of ryu and takes the hit. jaquio is killed during the ensuing fight by ryu, but then a lunar eclipse occurs, causing the demon statues to transform into jashin. after ryu defeats the demon, ken tells him he does not have much longer to live due to jaquio's attack. he tells ryu to
| 663 |
[
"an",
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"@",
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"##ctuated",
"by",
"calm",
"##er",
",",
"non",
"@",
"-",
"@",
"combat",
"##ive"
] | 592,688 |
an action @ - @ adventure psychological horror third @ - @ person shooter video game described by remedy as " the mind of a psychological thriller " and " the body of a cinematic action game " put together. in interviews, the game's creators hold that the game does not belong squarely in the survival horror video game genre. the game is primarily set in the fictional idyllic small town of bright falls, washington. the main gameplay happens in various areas of bright falls – such as the forest, a national park, or a farm – during the night time ; these are punctuated by calmer, non @ - @ combative
| 663 |
[
"mc",
"##mill",
"##en",
"'",
"s",
"thoughts",
"on",
"religion",
".",
"mc",
"##mill",
"##en",
"had",
"been",
"inspired",
"by",
"shi",
"##ger",
"##u",
"mi",
"##yam",
"##oto",
",",
"the",
"designer",
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"ze",
"##lda",
"games",
".",
"random",
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"were",
"created",
"for",
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"floor",
"of",
"the",
"dungeon",
"by",
"selecting",
"ten",
"to",
"twenty",
"rooms",
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"@",
"-",
"@",
"built",
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"of",
"200",
"layout",
"##s",
",",
"adding",
"in",
"the",
"monsters",
",",
"items",
",",
"and",
"other",
"features",
",",
"and",
"then",
"including",
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"rooms",
"that",
"would",
"be",
"found",
"on",
"each",
"floor",
",",
"such",
"as",
"a",
"boss",
"room",
"and",
"treasure",
"room",
".",
"in",
"expanding",
"the",
"gameplay",
",",
"mc",
"##mill",
"##en",
"used",
"the",
"structure",
"of",
"ze",
"##lda",
"'",
"s",
"dungeons",
"to",
"design",
"how",
"the",
"player",
"would",
"progress",
"through",
"the",
"game",
".",
"in",
"a",
"typical",
"ze",
"##lda",
"dungeon"
] | 831,253 |
mcmillen's thoughts on religion. mcmillen had been inspired by shigeru miyamoto, the designer of the original zelda games. random dungeons were created for each floor of the dungeon by selecting ten to twenty rooms from a pre @ - @ built library of 200 layouts, adding in the monsters, items, and other features, and then including fixed rooms that would be found on each floor, such as a boss room and treasure room. in expanding the gameplay, mcmillen used the structure of zelda's dungeons to design how the player would progress through the game. in a typical zelda dungeon
| 663 |
[
"using",
"their",
"black",
"and",
"white",
"1960",
"des",
"##oto",
"adventurer",
",",
"which",
",",
"when",
"selected",
",",
"will",
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"the",
"player",
"with",
"a",
"list",
"of",
"available",
"destinations",
".",
"the",
"des",
"##oto",
"is",
"also",
"used",
"for",
"several",
"driving",
"sequences",
",",
"usually",
"involving",
"pursuing",
"or",
"fleeing",
"criminals",
"in",
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"vehicles",
".",
"in",
"these",
"driving",
"sequences",
",",
"the",
"player",
"can",
"use",
"sam",
"'",
"s",
"gun",
",",
"the",
"car",
"'",
"s",
"horn",
",",
"or",
"have",
"max",
"attempt",
"to",
"communicate",
"with",
"other",
"vehicles",
"via",
"a",
"mega",
"##phone",
".",
"in",
"addition",
",",
"special",
"inventory",
"items",
"may",
"be",
"used",
"to",
"complete",
"specific",
"puzzles",
"within",
"these",
"sequences",
".",
"driving",
"sequences",
"are",
"also",
"used",
"for",
"several",
"mini",
"##games",
",",
"such",
"as",
"pulling",
"innocent",
"drivers",
"over",
"for",
"fabricated",
"fe",
"##lon",
"##ies",
".",
"in",
"keeping",
"with",
"the",
"developer",
"'",
"s",
"heritage"
] | 740,763 |
using their black and white 1960 desoto adventurer, which, when selected, will present the player with a list of available destinations. the desoto is also used for several driving sequences, usually involving pursuing or fleeing criminals in other vehicles. in these driving sequences, the player can use sam's gun, the car's horn, or have max attempt to communicate with other vehicles via a megaphone. in addition, special inventory items may be used to complete specific puzzles within these sequences. driving sequences are also used for several minigames, such as pulling innocent drivers over for fabricated felonies. in keeping with the developer's heritage
| 663 |
[
"##bri",
"##mbo",
"##r",
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"allowing",
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"-",
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".",
"the",
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"system",
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"attack",
"@",
"-",
"@",
"chain",
"system",
"that",
"enables",
"the",
"player",
"to",
"perform",
"special",
"moves",
"after",
"building",
"the",
"chain",
"to",
"a",
"large",
"enough",
"value",
",",
"such",
"as",
"instantly",
"draining",
"a",
"foe",
"of",
"focus",
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"performing",
"an",
"area",
"focus",
"attack",
".",
"with",
"the",
"combat",
"system",
",",
"they",
"can",
"also",
"counter",
"and",
"dodge",
"attacks",
".",
"stealth",
"is",
"a",
"critical",
"element",
"in",
"some",
"missions",
";",
"several"
] | 832,197 |
##brimbor, allowing the player to mix combat with special focus @ - @ based attacks ; these latter attacks can be used to slow time down while aiming with the bow, drain focus out of an enemy foe, or, later in the game, brand the foe to become an ally of talion. the combat system uses an attack @ - @ chain system that enables the player to perform special moves after building the chain to a large enough value, such as instantly draining a foe of focus or performing an area focus attack. with the combat system, they can also counter and dodge attacks. stealth is a critical element in some missions ; several
| 663 |
[
"to",
"devi",
"##se",
"the",
"time",
"travel",
"puzzles",
",",
"and",
"collaborated",
"with",
"members",
"of",
"the",
"development",
"team",
"as",
"well",
"as",
"other",
"lucas",
"##arts",
"employees",
".",
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"and",
"work",
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"a",
"solution",
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"to",
"how",
"the",
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"most",
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"to",
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",",
"but",
"some",
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".",
"the",
"staff",
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"u",
".",
"s",
".",
"'",
"s",
"early",
"history",
"based",
"on",
"their",
"memory",
"of",
"their",
"compulsory",
"education",
",",
"and",
"using",
"the",
"more",
"legendary",
"aspects",
"of",
"history",
",",
"such",
"as",
"george",
"washington",
"cutting",
"down",
"a",
"cherry",
"tree",
"to",
"appeal",
"to",
"international",
"audiences",
".",
"to",
"complete",
"the",
"elements",
",",
"gross",
"##man",
"researched",
"the",
"period",
"to",
"maintain",
"historical",
"accuracy",
",",
"visiting",
"libraries",
"and",
"contact",
"##ing",
"reference"
] | 545,466 |
to devise the time travel puzzles, and collaborated with members of the development team as well as other lucasarts employees. they would identify puzzle problems and work towards a solution similar to how the game plays. most issues were addressed prior to programming, but some details were left unfinished to work on later. the staff conceived puzzles involving the u. s.'s early history based on their memory of their compulsory education, and using the more legendary aspects of history, such as george washington cutting down a cherry tree to appeal to international audiences. to complete the elements, grossman researched the period to maintain historical accuracy, visiting libraries and contacting reference
| 663 |
[
"can",
"custom",
"##ize",
"their",
"character",
"further",
".",
"per",
"##k",
"effects",
"include",
",",
"but",
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"to",
",",
"extra",
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"increasing",
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"grenade",
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"the",
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"more",
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"challenges",
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"shooting",
"down",
"a",
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"or",
"performing",
"a",
"number",
"of",
"head",
"shots",
".",
"additionally",
",",
"when",
"the",
"player",
"attain",
"##s",
"a",
"certain",
"amount",
"of",
"heads",
"##hot",
"##s",
"with",
"a",
"specific",
"weapon",
",",
"excluding",
"side",
"##arm",
"##s",
",",
"the",
"player",
"unlock",
"##s",
"extra",
"weapon",
"\"",
"cam",
"##os",
"\"",
",",
"or",
"camouflage",
",",
"to",
"use",
"for",
"that",
"specific",
"weapon",
"."
] | 141,271 |
can customize their character further. perk effects include, but are not limited to, extra ammunition, increasing bullet damage by the player, or dropping a live grenade when the player is killed. the player is also given the choice to complete challenges in order to receive even more experience points ; challenges include achieving a certain number of kills with a specific weapon, shooting down a helicopter or performing a number of head shots. additionally, when the player attains a certain amount of headshots with a specific weapon, excluding sidearms, the player unlocks extra weapon " camos ", or camouflage, to use for that specific weapon.
| 663 |
[
",",
"vent",
"##us",
"was",
"designed",
"to",
"be",
"the",
"easiest",
"character",
"to",
"play",
"with",
"in",
"birth",
"by",
"sleep",
",",
"although",
"no",
"##mura",
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"to",
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"that",
"vent",
"##us",
"should",
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"the",
"second",
"character",
"to",
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"with",
"in",
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"to",
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"the",
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"better",
".",
"additionally",
",",
"the",
"way",
"vent",
"##us",
"handles",
"his",
"key",
"##bla",
"##de",
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"is",
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"to",
"show",
"the",
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"his",
"and",
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"'",
"s",
"and",
"aqua",
"'",
"s",
"scenarios",
".",
"no",
"##mura",
"also",
"remarked",
"vent",
"##us",
"'",
"encounter",
"with",
"the",
"characters",
"lea",
"and",
"isa",
"as",
"an",
"important",
"event",
"from",
"the",
"game",
",",
"hoping",
"both",
"newcomers",
"and",
"older",
"gamer",
"##s",
"will",
"also",
"find",
"it",
"important",
"from",
"vent",
"##us",
"'",
"perspective",
".",
"=",
"=",
"reception",
"=",
"=",
"due",
"to",
"his",
"resemblance",
"with",
"ro",
"##xa",
"##s",
","
] | 193,464 |
, ventus was designed to be the easiest character to play with in birth by sleep, although nomura recommended to players that ventus should be the second character to play with in order to understand the story better. additionally, the way ventus handles his keyblade backwards is meant to show the gameplay differences between his and terra's and aqua's scenarios. nomura also remarked ventus'encounter with the characters lea and isa as an important event from the game, hoping both newcomers and older gamers will also find it important from ventus'perspective. = = reception = = due to his resemblance with roxas,
| 663 |
[
"a",
"room",
"of",
"all",
"its",
"ghosts",
",",
"the",
"lights",
"come",
"on",
"and",
"a",
"chest",
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"appears",
".",
"the",
"blue",
"chests",
"contain",
"a",
"key",
"or",
"the",
"water",
"element",
",",
"red",
"chests",
"contain",
"three",
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"the",
"five",
"items",
"that",
"mario",
"dropped",
"and",
"the",
"fire",
"element",
",",
"green",
"chests",
"contain",
"treasure",
",",
"the",
"only",
"white",
"chest",
"(",
"in",
"the",
"tea",
"room",
")",
"contains",
"the",
"ice",
"element",
",",
"and",
"the",
"gold",
"chests",
"(",
"appearing",
"upon",
"the",
"defeat",
"of",
"the",
"area",
"boss",
")",
"contain",
"special",
"keys",
"that",
"unlock",
"the",
"door",
"to",
"the",
"next",
"area",
"and",
"king",
"boo",
"'",
"s",
"crown",
".",
"whenever",
"luigi",
"finds",
"a",
"key",
",",
"his",
"game",
"boy",
"horror",
"automatically",
"indicates",
"which",
"door",
"it",
"unlock",
"##s",
".",
"once",
"king",
"boo",
",",
"the",
"final",
"boss",
"of",
"luigi",
"'",
"s",
"mansion",
",",
"is"
] | 270,614 |
a room of all its ghosts, the lights come on and a chest usually appears. the blue chests contain a key or the water element, red chests contain three of the five items that mario dropped and the fire element, green chests contain treasure, the only white chest ( in the tea room ) contains the ice element, and the gold chests ( appearing upon the defeat of the area boss ) contain special keys that unlock the door to the next area and king boo's crown. whenever luigi finds a key, his game boy horror automatically indicates which door it unlocks. once king boo, the final boss of luigi's mansion, is
| 663 |
[
"among",
"the",
"greatest",
"games",
"of",
"all",
"time",
".",
"killer",
"##7",
",",
"released",
"on",
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"9",
",",
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",",
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"-",
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"-",
"@",
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"\"",
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"\"",
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".",
"unlike",
"other",
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",",
"killer",
"##7",
"was",
"developed",
"at",
"grass",
"##hopper",
"manufacture",
"under",
"the",
"direction",
"of",
"sud",
"##a",
"##51",
".",
"players",
"control",
"the",
"members",
"of",
"an",
"elite",
"group",
"of",
"assassins",
"who",
"are",
"actually",
"physical",
"manifestation",
"##s",
"of",
"a",
"god",
"@",
"-",
"@",
"like",
"being",
"named",
"harm",
"##an",
"smith",
".",
"the",
"game",
"restrict",
"##s",
"the",
"player",
"'",
"s",
"movement",
"to",
"specific",
"branching",
"paths",
"through",
"the",
"environment",
"and",
"combat",
"is",
"only",
"available",
"while",
"stationary",
"in",
"first",
"@",
"-",
"@",
"person",
"view",
".",
"this"
] | 824,440 |
among the greatest games of all time. killer7, released on june 9, 2005, is an action @ - @ adventure game with first @ - @ person shooter elements and an unconventional " on rails " control scheme. unlike other members of the five, killer7 was developed at grasshopper manufacture under the direction of suda51. players control the members of an elite group of assassins who are actually physical manifestations of a god @ - @ like being named harman smith. the game restricts the player's movement to specific branching paths through the environment and combat is only available while stationary in first @ - @ person view. this
| 663 |
[
"alter",
"major",
"colors",
"for",
"their",
"character",
"and",
"modify",
"weapon",
"load",
"##outs",
"and",
"abilities",
"based",
"on",
"that",
"character",
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".",
"the",
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"an",
"experience",
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"level",
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"system",
",",
"including",
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",",
"and",
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":",
"modern",
"warfare",
"2",
",",
"another",
"act",
"##ivision",
"game",
".",
"war",
"for",
"cyber",
"##tron",
"has",
"several",
"multiplayer",
"modes",
"to",
"choose",
"from",
".",
"death",
"##mat",
"##ch",
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"a",
"free",
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"-",
"@",
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"-",
"@",
"all",
"game",
"type",
"where",
"the",
"player",
"with",
"the",
"most",
"kills",
"at",
"the",
"end",
"of",
"the",
"game",
"is",
"the",
"winner",
".",
"in",
"team",
"death",
"##mat",
"##ch",
"players",
"are",
"divided",
"into",
"auto",
"##bot",
"and",
"dec",
"##ept",
"##icon",
"teams",
".",
"the",
"winning",
"team",
"is",
"the",
"one",
"who",
"earn",
"##s",
"the",
"most",
"kills",
".",
"conquest"
] | 667,478 |
alter major colors for their character and modify weapon loadouts and abilities based on that character class. the multiplayer aspect also features an experience and leveling system, including perks, and upgrades reminiscent of call of duty : modern warfare 2, another activision game. war for cybertron has several multiplayer modes to choose from. deathmatch is a free @ - @ for @ - @ all game type where the player with the most kills at the end of the game is the winner. in team deathmatch players are divided into autobot and decepticon teams. the winning team is the one who earns the most kills. conquest
| 663 |
[
"pictures",
"of",
"clues",
".",
"players",
"can",
"use",
"an",
"on",
"@",
"-",
"@",
"screen",
"journal",
"to",
"jo",
"##t",
"down",
"notes",
"instead",
"of",
"having",
"to",
"write",
"down",
"clues",
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"previous",
"my",
"##st",
"games",
".",
"much",
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"'",
"s",
"story",
"is",
"revealed",
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"flashbacks",
"triggered",
"by",
"an",
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"that",
"has",
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"memories",
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"zip",
"mode",
",",
"the",
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",",
"the",
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",",
"and",
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"a",
"menu",
"on",
"the",
"bottom",
"of",
"the",
"game",
"screen",
".",
"at",
"##rus",
"calls",
"the",
"stranger",
"to",
"his",
"home",
"in",
"tom",
"##ah",
"##na",
"to",
"request",
"his",
"friend",
"'",
"s",
"assistance",
".",
"at",
"##rus",
"is",
"the",
"writer",
"of",
"special",
"books",
",",
"which",
"serve",
"as",
"links",
"to",
"worlds",
"known",
"as",
"ages",
".",
"twenty",
"years",
"earlier",
",",
"his"
] | 172,131 |
pictures of clues. players can use an on @ - @ screen journal to jot down notes instead of having to write down clues as with previous myst games. much of the game's story is revealed via flashbacks triggered by an amulet that has the power to relay memories attached to objects. zip mode, the amulet, the camera, and the journal are available via a menu on the bottom of the game screen. atrus calls the stranger to his home in tomahna to request his friend's assistance. atrus is the writer of special books, which serve as links to worlds known as ages. twenty years earlier, his
| 663 |
[
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"'"
] | 240,607 |
preview versions of the game shown to reviewers prior to launch. it also does not allow for fellow players to " drop @ - @ in " to play alongside co @ - @ operatively. in a similar manner to the gears of war series, the game includes a cover system, which protects the player characters from enemy fire. the two characters show different gameplay techniques, with kirk being the more typical shooter while spock has stealth techniques and can use the vulcan nerve pinch and mind meld. each character is equipped with weapons to reflect their gameplay style, with kirk armed with a phaser equipped with a stun setting, while spock '
| 663 |
[
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"\"",
".",
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"##ora",
"##tory",
"moment",
",",
"\""
] | 873,727 |
szadkowski concluded that it was " one of the most underachieving games of the year ". in his 6 @. @ 5 out of 10 rating review, anthony gallegos of ign stated that the force unleashed ii immediately captivates the audience with its visuals, albeit being plagued with repetitious gameplay, a " shoe @ - @ horned in story ", and a nonexistent depth " in the experience ". " scenery is, of course, massive and massively impressive, and the possible repetitive nature has been broken up with some freefalling levels and the odd exploratory moment, "
| 663 |
[
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"the",
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"kevin",
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",",
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"'",
"s",
"\"",
"terrific",
"\"",
"amount"
] | 216,594 |
" part of the game. the " dual play " elements were also hailed as the best aspect of the game in addition to their involvement with the riddler challenges. chris carter of destructoid, conversely was heavily critical of the riddler challenges and their requirement for the game's full ending, finding many to be " tedious " while others lacked any resemblance of actual riddles, such as the breakable objects. he felt that the puzzles driven by intuition were the better elements of the mission. kevin vanord, writing for gamespot, awarded the game a 7 out of 10, praising the game's " terrific " amount
| 663 |
[
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"-",
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",",
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",",
"and",
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"have",
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",",
"which",
"the",
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".",
"while",
"in",
"areas",
"affected",
"by",
"chaos",
","
] | 640,089 |
game but dismayed at the complexity and elements he found unnecessary or distracting. biskup created adom from scratch with the aim of creating a more story @ - @ driven game than nethack that kept the depth of gameplay with a focused theme and setting. the resulting game featured several different dungeons, many generated procedurally, connected through an overworld map of the fictional realm of ancardia, and would have the player complete various quests in those dungeons to progress the game. a major feature was the influence of chaos forces through unsealed portals, which the player would have to close. while in areas affected by chaos,
| 663 |
[
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"that",
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"\"",
",",
"and",
"how",
"everything",
"is",
"visible",
"as",
"long",
"as",
"the",
"player",
"looks",
"carefully",
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"because",
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"this",
"and",
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"red",
"herring",
"##s",
",",
"time",
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"other",
"escape",
"@",
"-",
"@",
"the",
"@"
] | 59,777 |
and could pass for real people. a famitsu writer said that they enjoyed solving puzzles, and that it gave them a sense of accomplishment ; similarly, goergen, petit, schilling and arendt called the puzzles satisfying to solve. goergen found some puzzles to be cleverly done, but said that some were esoteric. ponce and petit liked that the puzzles never became " pixel hunts ", and how everything is visible as long as the player looks carefully ; because of this and the lack of red herrings, time limits and dead ends, ponce found it to be better than other escape @ - @ the @
| 663 |
[
"source",
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"such",
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"first",
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"-",
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",",
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",",
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",",
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"##gis",
"##h",
"and",
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"attacks",
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"'",
"s",
",",
"reviewers",
"considered",
"it",
"over",
"##powered",
";",
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"games",
"##pot",
",",
"a",
"boss",
"character",
"was",
"killed",
"with",
"melee",
"weapons",
"on",
"a",
"first",
"attempt",
"after",
"the",
"repeated",
"failure",
"to",
"do"
] | 40,894 |
source engine, such as first @ - @ person shooting, were where it stumbled. combat was also criticized. reviewers called it poor, clumsy, and unsatisfactory, complaining that bloodlines favors melee combat ; firearms were weak, unwieldy and slow, even for characters specializing in guns. pc zone, however, called the first @ - @ person shooting entertaining and challenging. although melee combat was criticized as sluggish and difficult due to enemy attacks interrupting the player's, reviewers considered it overpowered ; according to gamespot, a boss character was killed with melee weapons on a first attempt after the repeated failure to do
| 663 |
[
"to",
"later",
"levels",
"in",
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"game",
".",
"the",
"objective",
"is",
"to",
"complete",
"all",
"eight",
"levels",
"and",
"destroy",
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"and",
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"guns",
",",
"grenades",
",",
"and",
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".",
"while",
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"sophia",
"in",
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"platform",
"##ing",
"mode",
",",
"the",
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",",
"left",
",",
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"of",
"three",
"special",
"weapons",
".",
"special",
"weapons",
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"limited",
"ammunition",
"which",
"must",
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"collected",
"from",
"exploring",
"the",
"game",
".",
"they",
"include",
"the",
"following",
":",
"ho",
"##ming",
"missiles",
"that",
",",
"when",
"fired",
",",
"shoot",
"1",
"missile",
"at",
"each",
"enemy",
"on",
"screen",
"up",
"to",
"4",
";",
"\"",
"thunder",
"break",
"\"",
",",
"which"
] | 676,507 |
to later levels in the game. the objective is to complete all eight levels and destroy the mutants and their bosses with various weaponry such as guns, grenades, and special weapons. while jason is inside sophia in the 2d platforming mode, the player can attack the mutants with the main cannon ( which can shoot up, left, and right determined by the orientation of the tank ) or with one of three special weapons. special weapons have limited ammunition which must be collected from exploring the game. they include the following : homing missiles that, when fired, shoot 1 missile at each enemy on screen up to 4 ; " thunder break ", which
| 663 |
[
"ship",
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"mode",
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"worlds",
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"the",
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"must",
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"defend",
"against",
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"that",
"attempt",
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"the",
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"by",
"firing",
"missiles",
"or",
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".",
"surviving",
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"route",
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"to",
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".",
"at",
"the",
"beginning",
"of",
"the",
"game",
",",
"there",
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"few",
"options",
"available",
"to",
"custom",
"##ize",
"the",
"vessel",
",",
"but",
"as",
"the",
"game",
"progresses",
","
] | 556,989 |
ship is the mode of travel between the various worlds in kingdom hearts. the gameplay for piloting the vessel is very different from the rest of the game as it switches to a rail shooter format. the player controls the gummi ship from a rear third @ - @ person perspective as it travels in an outer space setting. while traveling, the player must avoid obstacles and defend against enemy ships that attempt to destroy the player's vessel by firing missiles or ramming it. surviving the route allows access to the next world. at the beginning of the game, there are few options available to customize the vessel, but as the game progresses,
| 663 |
[
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".",
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"\"",
"brilliant",
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".",
"game",
"inform",
"##er",
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"single",
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"the",
"co",
"@",
"-",
"@",
"op",
"campaign",
"amazing"
] | 741,333 |
##gamer saying that " horde is a weighty slab of fun that can turn almost any of them into a time @ - @ sink, and the leaderboards are likely to be as compelling a reason to stick with gears of war 2 as the leveling system has been for call of duty 4 : modern warfare. " x @ - @ play praised the game for its " polished cover system " and cooperative campaign mode. x @ - @ play also praised the new weapons and characters and its " brilliant " multiplayer experience. game informer called the single @ - @ player campaign " satisfying " and called the co @ - @ op campaign amazing
| 663 |
[
"star",
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"otherwise",
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"ex",
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".",
"he",
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"that",
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"\"",
"wo",
"##ef",
"##ull",
"##y",
"bad",
"\"",
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"and",
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"several",
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"attempt",
"to",
"bring",
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"the",
"game",
"through",
"mini",
"##games",
"was",
"seen",
"as"
] | 240,640 |
star trek was otherwise described as bland, even running through to the achievements with boring titles and the co @ - @ op system " succumbs to awkward banter and gimmicky co @ - @ op puzzles ". mark walton, while writing for gamespot, thought that the general idea for the game was good, but that the gameplay was " tiresome " and failed to excite. he said that the animation was " woefully bad ", and there were several bugs such as the cover taking mechanism failing to work on several occasions. an attempt to bring variety to the game through minigames was seen as
| 663 |
[
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"\"",
"s",
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"syndrome",
".",
"\"",
"\""
] | 551,873 |
. eurogamer reviewer matt edwards also commented that rugal was very hard to defeat and that he started " a trend in the kof series of notoriously overpowered bosses who are hard to take down ". ign's jeremy dunhan praised rugal, describing how his character developed the new rules for the king of fighters tournament, and noted the difficulty in defeating rugal himself. listing him as one of the " 12 unfair fighting game bosses that ( almost ) made us rage quit ", gamesradar claimed that rugal's difficult as a boss led gamers to coin the term " snk boss syndrome. " "
| 663 |
[
".",
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".",
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"s",
"dale",
"north",
"felt",
"that",
"the",
"time",
"limit",
"made",
"the",
"quest"
] | 367,699 |
. it also praised the level of " uniqueness " available in garb customization. the quest gameplay was less @ - @ well received, with sliva saying it made him " feel like [ he ] was stuck in the opening hours of an mmo ", while juba called the tasks " dull ". parkin stated that the quests " can seem trivial under the eye of the apocalyptic clock ". vanord commented that while many quests were " absorbing on their own ", he admired their ability to get the player out into the world. destructoid's dale north felt that the time limit made the quest
| 663 |
[
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"bananas",
",",
"letters",
",",
"and",
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"token",
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",",
"as",
"well",
"as",
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"number",
"of",
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"remaining",
".",
"when",
"an",
"item",
"is",
"collected",
",",
"the",
"relevant",
"information",
"briefly",
"appears",
"on",
"the",
"screen",
".",
"donkey",
"kong",
",",
"after",
"investigating",
"his",
"\"",
"kong",
"'",
"s",
"banana",
"ho",
"##ard",
"\"",
",",
"located",
"just",
"below",
"his",
"home",
",",
"and",
"discovering"
] | 336,095 |
back to the main map screen of the whole island. it is possible to access previous world maps without defeating the boss by finding funky kong and borrowing his barrel plane. players use this ability to select the world from the main screen, then the level within it. during play the game interface hides most game @ - @ related information, such as the number of bananas, letters, and animal tokens collected, as well as the number of lives remaining. when an item is collected, the relevant information briefly appears on the screen. donkey kong, after investigating his " kong's banana hoard ", located just below his home, and discovering
| 663 |
[
"sam",
"##us",
"ara",
"##n",
"on",
"the",
"fictional",
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"sr",
"##38",
"##8",
".",
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"of",
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"##id",
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".",
"the",
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"an",
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"occurs",
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"s",
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"levels",
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",",
"allowing",
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"##us",
"to",
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".",
"the",
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"##id",
"creatures",
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"different",
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"their",
"development",
"cycle",
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"original",
",",
"alpha",
",",
"gamma",
",",
"zeta",
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"omega",
".",
"the",
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"the",
"organism",
"is",
",",
"the",
"stronger",
"its",
"attack",
".",
"metro",
"##id"
] | 175,530 |
samus aran on the fictional planet sr388. in this side @ - @ scroller, players advance through the game by using samus'weapons to kill a fixed number of metroid creatures. the player is given a detector that displays the number of metroids remaining in the area. once all the creatures are eliminated, an earthquake occurs and the planet's lava levels decrease, allowing samus to travel deeper through its tunnels. the metroid creatures are encountered in different evolution stages of their development cycle : original, alpha, gamma, zeta and omega. the more developed the organism is, the stronger its attack. metroid
| 663 |
[
"ground",
"@",
"-",
"@",
"based",
"combat",
".",
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"cai",
"##m",
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".",
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"map",
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"a",
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"-",
"@",
"map",
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"to",
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",",
"and",
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"full",
"@",
"-",
"@",
"screen",
"map",
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"to",
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"area",
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".",
"drake",
"##nga",
"##rd",
"'",
"s",
"levels",
"are",
"called",
"verses",
","
] | 766,268 |
ground @ - @ based combat. pressing the select button causes caim to dismount angelus. caim and angelus level up during combat in different ways : as caim levels up, their shared health meter grows, while angelus'leveling increases the damage her attacks do to enemy units. players can navigate the game world and select missions via a world map accessed between levels. while playing, a mini @ - @ map allows the player to see enemy locations, and a full @ - @ screen map can be switched to that covers the entire area and shows mission objectives. drakengard's levels are called verses,
| 663 |
[
",",
"karma",
"can",
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"different",
"attributes",
",",
"skills",
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"powers",
".",
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"shadow",
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"an",
"item",
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",",
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"-",
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",",
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"##s",
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".",
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"dies",
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"##space",
",",
"he",
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"in",
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"outside",
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"as",
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".",
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"the",
"setting",
"and",
"a",
"lot",
"of",
"gameplay",
"elements",
"are",
"taken",
"from",
"the",
"original",
"pen",
"and",
"paper"
] | 608,726 |
, karma can be allocated into different attributes, skills, and magical powers. at certain points in the game, shadowrun allows the player to enter cyberspace. using an item called a " cyberdeck ", jake is able to hack into computers to retrieve information, as well as gain more nuyen. during such scenes, the gameplay switches to a top @ - @ down perspective while an icon of jake moves through cyberspace, fights intrusion programs, and retrieves data. if jake dies in cyberspace, he dies in the outside world as well. while the setting and a lot of gameplay elements are taken from the original pen and paper
| 663 |
[
"movement",
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"across",
"grid",
"@",
"-",
"@",
"based",
"environments",
",",
"while",
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"-",
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"the",
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",",
"the",
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",",
"usually",
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"as",
"a",
"royal",
"##ly",
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",",
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"element",
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"the",
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".",
"development",
"of",
"the",
"first",
"game",
"began",
"as",
"a",
"do",
"##jin",
"project",
"by",
"sho",
"##uz",
"##ou",
"ka",
"##ga",
"and",
"three",
"other",
"developers",
".",
"its",
"success",
"prompted",
"the",
"development",
"of",
"further"
] | 154,917 |
movement of characters across grid @ - @ based environments, while incorporating a story and characters similar to those in a more traditional role @ - @ playing video game. a noted aspect of gameplay is the permanent death of characters in battle, removing them from the rest of the game should they be defeated. the series title refers to the titular object, the fire emblem, usually portrayed as a royally treasured weapon or shield, representing the power of war and dragons, a recurring element in the series. development of the first game began as a dojin project by shouzou kaga and three other developers. its success prompted the development of further
| 663 |
[
"@",
"-",
"@",
"level",
"barriers",
".",
"after",
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"certain",
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",",
"mega",
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"can",
"access",
"new",
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".",
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".",
"mega",
"man",
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"the",
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"having",
"additional",
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"set",
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"the",
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"eight",
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"and",
"the",
"linear",
"stages",
"of",
"dr",
".",
"wil",
"##y",
"'",
"s",
"fortress"
] | 122,964 |
@ - @ level barriers. after completing certain stages, mega man can access new abilities in his robot dog companion rush. rush's transformations include the " rush coil " for jumping higher, the " rush jet " for flying around the screen, and the " rush marine " for traveling underwater. throughout the various stages the player encounters proto man ( as break man ), a mini @ - @ boss who, once defeated, will open passageways for the player to advance. mega man 3 also expands upon the two preceding games by having additional stages set between the initial eight robot masters and the linear stages of dr. wily's fortress
| 663 |
[
"to",
"its",
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"castle",
"##vani",
"##a",
":",
"circle",
"of",
"the",
"moon",
",",
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"its",
"soundtrack",
".",
"in",
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"2006",
",",
"harmony",
"of",
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"-",
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",",
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"##vani",
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":",
"aria",
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",",
"as",
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"the",
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"##vani",
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".",
"harmony",
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"-",
"@",
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",",
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"many",
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".",
"the",
"objective",
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"to",
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"the",
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"@",
"-",
"@",
"character",
",",
"just",
"##e",
"belmont",
",",
"through",
"the",
"monster",
"@",
"-",
"@",
"filled",
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"as",
"he",
"searches",
"for",
"his",
"kidnapped",
"friend",
".",
"the",
"castle",
"consists"
] | 238,438 |
to its predecessor castlevania : circle of the moon, but criticized its soundtrack. in january 2006, harmony of dissonance was re @ - @ released in north america and later europe, along with castlevania : aria of sorrow, as part of the castlevania double pack. harmony of dissonance makes use of a 2d side @ - @ scrolling style of gameplay, similar to many of the previous castlevania video games. the objective of the game is to lead the player @ - @ character, juste belmont, through the monster @ - @ filled castle as he searches for his kidnapped friend. the castle consists
| 663 |
[
"##ious",
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"\"",
"multi",
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".",
"the",
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"level",
".",
"dan",
"ry",
"##cker",
"##t",
"of",
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"inform",
"##er",
"noted",
"hundreds",
"as",
"one",
"of",
"the",
"better",
"examples",
"of",
"games",
"that",
"successfully",
"\"",
"embraced",
"the",
"simplicity",
"of",
"touch",
"control",
"\"",
",",
"such",
"that",
"translation",
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"traditional",
"controller",
"would",
"be",
"\"",
"virtually",
"impossible",
"\"",
".",
"he",
"appreciated",
"the",
"way",
"the"
] | 211,172 |
##ious strategies required to complete some levels as a " multi @ - @ touch ballet ". edge thought the game to be " an astoundingly harmonious mix of art and design " and said its " simple premise " is " perfectly suited for a multitouch screen ". the magazine noted that the game occasionally becomes one of patience and not skill due to the degree of entropy in each level. dan ryckert of game informer noted hundreds as one of the better examples of games that successfully " embraced the simplicity of touch control ", such that translation to traditional controller would be " virtually impossible ". he appreciated the way the
| 663 |
[
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"completely",
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"area",
"named",
"cho",
"##zo",
"##dia",
".",
"zero"
] | 628,107 |
@ - @ linearly. for example, the player may come across underground caverns that bypass certain sections, a method termed sequence breaking. to save their progress, players can enter either save rooms or samus's ship on crateria. as a remake of metroid, metroid : zero mission's layout bears a resemblance to the original, and various powerups and items make reappearances from previous games in the series, with similar uses, effects, and appearances. however, the game adds new items, areas, and mini @ - @ bosses, as well as a completely new area named chozodia. zero
| 663 |
[
"person",
"##ification",
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"person",
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"##tion",
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"##rica",
"##n",
"city",
"of",
"te",
"##ot",
"##ih",
"##ua",
"##can",
","
] | 183,940 |
personification of a person's soul ; whether they be living, dying, or already dead. one japanese superstition says that if a butterfly enters your guestroom and perches behind the bamboo screen, the person whom you most love is coming to see you. however, large numbers of butterflies are viewed as bad omens. when taira no masakado was secretly preparing for his famous revolt, there appeared in kyoto so vast a swarm of butterflies that the people were frightened — thinking the apparition to be a portent of coming evil. in the ancient mesoamerican city of teotihuacan,
| 663 |
[
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"of",
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",",
"emerge",
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"nonsense",
"\"",
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"open",
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".",
"according",
"to",
"sl",
"##i",
"##win",
"##ski"
] | 832,228 |
action games. chris carter of destructoid found the system gimmicky, since it failed to create unique villains ; it added different appearances and weaknesses to villains without adding personality. shadow of mordor's combat was considered excellent by most critics. shoemaker and sliwinski compared it to the rhythm @ - @ based combat system of the batman : arkham game series ; both found it engaging and fluid. shoemaker praised the game's combat variety ; the combination of the combat and nemesis systems created " a specific kind of chaotic, emergent nonsense " desirable in an open world game. according to sliwinski
| 663 |
[
"##car",
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"a",
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"t",
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"\"",
"playable",
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"\"",
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"game",
"in",
"the"
] | 67,896 |
##carnation of the corridor. the only actions the player can use are walking and zooming. to progress, the player must investigate frightening events and solve cryptic puzzles. each time a loop is successfully completed, changes appear in the corridor. additionally, the player encounters a hostile ghost named lisa. if she catches the protagonist, the player experiences a startling jump scare and is sent back to the beginning of the current loop. after the player solves the final puzzle, a cryptic and unrevealed puzzle that allows the player to escape, a trailer reveals that p. t. is a " playable teaser " for a new game in the
| 663 |
[
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"-",
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"films",
"and"
] | 426,895 |
using them in pre @ - @ set locations. movement from one screen to the next is enabled through flip @ - @ screen, when seymour touches the outer edge of one screen he is transported to the next. the film studio where the game takes place features several rooms such as an office and eight film sets accessed from a maze of backlots, where each screen is only slightly different from the last. the doors to film sets are locked and seymour must first locate the relevant key to gain access. the sets'themes include films such as the wizard of oz and king kong, as well sets based on generic genres such as horror films and
| 663 |
[
"any",
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"to",
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"in",
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"of",
"dialogue",
"to",
"justify",
"and",
"rational",
"##ize",
"the",
"characters"
] | 214,693 |
any connection to gameplay, as the team feared that players would view them as gameplay mechanics and disconnect them from the story. the consequences of each choice were designed to be unpredictable to create tension for the player. both approaches are applied to let players make decisions based on their own will instead of " gaming the system ". williams also added that they attempted to make violence in the game " meaningful ". while the game's basic premise is to have the delta squad rescue civilians in dubai, the game by its nature tasks players to kill with their firearms. therefore, the team added a lot of dialogue to justify and rationalize the characters
| 663 |
[
"game",
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"@",
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".",
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"showed",
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"partial",
"walk",
"##th",
"##rou",
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"of",
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"first",
"act",
"and",
"provided",
"short",
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"for",
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"second",
"through",
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"acts",
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"the",
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"out",
"rumors",
"of",
"a",
"third",
"installment"
] | 688,493 |
game does get very difficult in the latter levels. martin alessi called it one of the best nes games ever and one of the best video games of 1990. in the same issue, ninja gaiden ii was featured on the front cover and was denoted as the " game @ - @ of @ - @ the @ - @ month ". the game received further praise for taking the ninja gaiden series to new levels and featuring other surprises. they showed a partial walkthrough of the first act and provided short tips for the second through fourth acts. near the end of the feature the staff pointed out rumors of a third installment
| 663 |
[
"intelligence",
"could",
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"than",
"land",
"battles",
".",
"pc",
"format",
"described",
"the",
"visuals",
"in",
"a",
"naval",
"battle",
"as",
"\"",
"incredible",
"\"",
",",
"but",
"stated",
"that",
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"were",
"\"",
"frustrating",
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"genuine",
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"tactics",
"fast",
"disappear",
"out",
"of",
"the",
"window",
"as",
"[",
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"player",
"]",
"struggles",
"to",
"bring",
"[",
"their",
"]",
"navy",
"’",
"s",
"cannons",
"to",
"bear",
"on"
] | 590,013 |
intelligence could appear " confused " in some circumstances, and the game informer " second opinion " review said that " the enemy ai falls apart from time to time ". in addition, eurogamer felt that units'pathfinding abilities in fort sieges were insufficient, and game informer also criticised pathfinding around obstacles. naval combat was subject to more criticism than land battles. pc format described the visuals in a naval battle as " incredible ", but stated that the controls were " frustrating ; genuine naval tactics fast disappear out of the window as [ the player ] struggles to bring [ their ] navy ’ s cannons to bear on
| 663 |
[
",",
"subsequent",
"to",
"the",
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"of",
"vi",
"##rt",
"##ua",
"cop",
",",
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",",
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".",
"=",
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"\"",
",",
"\"",
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"which",
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"whether",
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"-",
"@",
"shaped",
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"(",
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".",
"while",
"light",
"gun",
"games",
"may",
"feature",
"a",
"first",
"@",
"-",
"@"
] | 863,791 |
, subsequent to the release of virtua cop, the formula of which was later improved upon by time crisis. the genre is less popular in the new millennium, as well as being hampered by compatibility issues, but retains a niche appeal for fans of " old school " gameplay. = = definition = = " light gun shooters ", " light gun games " or " gun games " are games in which the protagonist shoots at targets, whether antagonists or objects, and which utilize a gun @ - @ shaped controller ( termed a " light gun " ) with which the player aims. while light gun games may feature a first @ - @
| 663 |
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