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] | 402,206 |
ii, plus some new monsters. the player has access to force powers and projectile weapons such as a blaster or railgun, as well as a lightsaber. jedi outcast's gameplay is similar to that of its predecessors, with some small additions, such as access to gun turrets, or the use of combos unique to each of the three lightsaber styles in the game ; fast, medium and strong. as with dark forces ii and mysteries of the sith, the use of force powers is restricted by a " force meter ", which depletes when the powers are used. jedi academy features very similar gameplay
| 663 |
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] | 311,337 |
completing her current quest. after finding the non @ - @ player character, the game " picked up again and kept me hopping for the rest of it. " didi cardoso of website grrl gamer also enjoyed the freedom, but noted that sometimes she felt lost and was unsure of how to find the location of the next recipe. the chocolate manufacturing mini @ - @ game was also praised as " fun ". peter cohen of macworld noted that some fans of business simulators might find the mini @ - @ game " off @ - @ putting ", but also suggested that it helped break up gameplay. marc saltzman expressed the same
| 663 |
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] | 547,855 |
flipping between the stylus and face @ - @ button controls, they would have appreciated the option for customizing the controls. the decision to use the touch screen controls was described by walker as " possibly the most wildly stupid design decision of all time ", and that if the movement controls were mapped to the face buttons, the game would have been a " beautiful thing ". walker also questioned the choice to have the game's camera snap back to maxwell as soon as the controls for it were released by the player, as it made it both difficult to set up objects that were off @ - @ screen from maxwell, and to watch the
| 663 |
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] | 162,691 |
for two small flash games and an intern's unity project. in march 2010 and under the moniker mikengreg, boxleiter and wohlwend's 4fourths was chosen among six games out of more than 150 submissions for inclusion in kokoromi's gamma iv showcase. submissions were based on the theme of " one button games ". the four @ - @ player game is played with two teams each controlling spaceships on each side of the screen. one player on each team controls the ship's vertical height and the other fires the guns, which aim towards the center of the screen. since every
| 663 |
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] | 171,501 |
an advanced technology, accumulate a large amount of culture, or complete an awe @ - @ inspiring achievement. several 4x games award " diplomatic victory " to anyone who can win an election decided by their rival players, or maintain peace for a specified number of turns. galactic civilizations has the diplomatic victory, which involves having at alliances with at least 4 factions and no other faction be out of your alliance, there are two ways to accomplish this, ally with all factions, or ally with the minimum number of factions then destroy the rest. 4x games are known for their complex gameplay and strategic depth. gameplay usually takes priority over elaborate graphics. whereas
| 663 |
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] | 472,100 |
the seven guardians of light are formed from any available keyblade users ( including kairi ) to combat the thirteen darknesses in the upcoming final battle against xehanort. the kingdom hearts games contain elements of both action and role @ - @ playing video games. the games are driven by a linear progression from one story event to the next, usually shown in the form of a cutscene, though there are numerous side quests available that provide bonus benefits to the characters. in most games, the player primarily controls the principal protagonist of the series, sora. sora is usually accompanied by donald duck and goofy, who are artificial intelligence
| 663 |
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] | 70,657 |
( aged 14 ; she is 16 @ - @ year @ - @ old in the doa series ) plays a minor role as a non @ - @ player character, serving murai and the shadow clan as a stealthy infiltrator and courier assisting ryu hayabusa during his bloody vengeance. in the 2005 ninja gaiden black edition, ayane stars in the " ninja dog " easy mode, where she treats the disgraced ryu as her pet and leaves him various items through the game. ayane can be killed by the player when ryu finds her wounded in murasma's shop, but this results
| 663 |
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] | 821,725 |
game. " peter bartholow of gamespot summarized mischief makers as " a good game that will leave players wanting more ". he liked the bosses, which made the player use all available skills, but felt they were short @ - @ lived and easily solved in the context of a short game with tutorials as one fifth of its levels. he did not consider the ending extension a suitable reward for returning to the levels, and predicted that most players would not finish the game more than once. game informer echoed bartholow's comments about the game's brevity, and named the game's seven @ - @
| 663 |
[
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] | 745,997 |
super robot created by the benevolent dr. light, has restored peace to the world by halting the plans of the evil dr. wily and his powerful " robot masters ". in dr. wily's revenge, the mad scientist returns to send eight of his old robot masters to contend with the hero once again. after vanquishing four of the robot masters, mega man heads to wily's fortress and deals with the remaining half of them. the protagonist then battles a new robot designed solely for destroying him, the " mega man killer " enker. as mega man defeats enker and obtains his mirror buster ability
| 663 |
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] | 214,124 |
him to the battle bridge. she is amongst the crew abducted by q ( john de lancie ), and later serves on the away team to farpoint station. in " the naked now ", while the crew are under the influence of an alien ailment, she initiates a sexual encounter with the android data ( brent spiner ). in " code of honor " yar is abducted by lutan ( jessie lawrence ferguson ), the leader of the planet ligon ii, after she demonstrates her combat skills on the holodeck. she defeats lutan's wife yareena in ritual combat. yareena is
| 663 |
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"with",
"simulated"
] | 46,848 |
each and attract players from around europe. today, larp is a widespread activity internationally. games with thousands of participants are run by for @ - @ profit companies, and a small industry exists to sell costume, armour and foam weapons intended primarily for larp. most larps are intended as games for entertainment. enjoyable aspects can include the collaborative creation of a story, the attempt to overcome challenges in pursuit of a character's objectives, and a sense of immersion in a fictional setting. larps may also include other game @ - @ like aspects such as intellectual puzzles, and sport @ - @ like aspects such as fighting with simulated
| 663 |
[
".",
"king",
"questions",
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"they",
"fight",
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"when",
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"wil",
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",",
"who",
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",",
"wil",
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"level",
"\"",
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".",
"mega",
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"and",
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",",
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"proto",
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"out",
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"his",
"castle",
".",
"the",
"castle",
"begins",
"a",
"self",
"@",
"-"
] | 3,892 |
. king questions why they fight so hard for humans when robots are the superior species. the pair explains that humans are the ones who created robots in the first place, which confuses king. the villain reveals that his creator is dr. wily, who then appears on a video monitor. when king asks the evil inventor why robots fight each other for the sake of humans, wily strengthens his " brainwashing level " and restores his power. mega man and bass engage king in another battle and defeat him, but not before the latter teleports proto man out of his castle. the castle begins a self @ -
| 663 |
[
"options",
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"up",
",",
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"or",
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".",
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"-",
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",",
"which",
"can",
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"new",
"weapons",
"and",
"abilities",
".",
"first",
"@",
"-",
"@",
"person",
"shooters",
"may",
"be",
"structurally",
"composed",
"of",
"levels",
",",
"or",
"use",
"the",
"technique",
"of",
"a",
"continuous",
"narrative",
"in",
"which",
"the",
"game",
"never",
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"@",
"-",
"@",
"person",
"perspective",
".",
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"feature",
"large",
"sand",
"##box",
"environments",
",",
"which",
"are",
"not",
"divided",
"into",
"levels"
] | 583,115 |
options to trade up, upgrade or swap out in most games. thus, the standards of realism varies between design elements. the protagonist can generally be healed and re @ - @ armed by means of items such as first aid kits, simply by walking over them. some games allow players to accumulate experience points similar to those found in role @ - @ playing games, which can unlock new weapons and abilities. first @ - @ person shooters may be structurally composed of levels, or use the technique of a continuous narrative in which the game never leaves the first @ - @ person perspective. others feature large sandbox environments, which are not divided into levels
| 663 |
[
"the",
"game",
"is",
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"pak",
",",
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"which",
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"in",
"other",
"ways",
",",
"such",
"as",
"them",
"being",
"close",
"@",
"-",
"@"
] | 211,234 |
the game is playable without an expansion pak, as estimated on the game's box and instruction booklet. the player has access to a wide range of weapons, including handguns, rifles, submachine guns, a shotgun, rocket launchers, combat knives, grenade launchers, various explosives, and several extraterrestrial weapons. further weapons are unlocked during the training activities in the hub. almost all of the weapons in the game have two modes of fire : a primary mode in which the weapon is used in a typical fashion, and a secondary mode which uses the guns in other ways, such as them being close @ - @
| 663 |
[
"lit",
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".",
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".",
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",",
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",",
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".",
"they",
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"the",
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"he",
"##wi",
"##e",
"and",
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"ground",
"\"",
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"genre",
"\"",
".",
"they",
"believed",
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"to",
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",",
"\"",
"but",
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"you",
"'",
"re",
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"'",
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",",
"haunting",
"ground",
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".",
"\"",
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"also",
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"the",
"use",
"of",
"he",
"##wi",
"##e",
".",
"just"
] | 183,829 |
lite with a dog. " despite this, they praised the cinematic presentation and found the visuals as " stark but appealing. " gamespot noted that hewie, despite being well @ - @ trained, occasionally did not obey orders, adding realism to the game. they found the relationship between fiona and hewie and its gameplay mechanics give haunting ground " its own special place in the horror genre ". they believed the gameplay to have flaws, " but if you're a big horror fan and don't mind something different, haunting ground is worth a look. " other critics also praised the use of hewie. just
| 663 |
[
"a",
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"@",
"-",
"@",
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",",
"but",
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"of",
"[",
"2012",
"]",
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".",
"aren",
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"'",
"s",
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"a",
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"##coming",
",",
"with",
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"favor",
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"certain",
"abilities",
"that",
"when",
"fully",
"upgraded",
","
] | 629,768 |
a level @ - @ design perspective, but after exploring them it becomes clear about how much thought went into different actions a player can take, allowing them to experiment instead of focusing on rigid objective @ - @ driven design. gamespot's chris watters enjoyed the various pathways and methods of traversing each level with " compelling abilities ", particularly the " blink " power, and the freedom of choice which he said made dishonored " one of the truly remarkable games of [ 2012 ] ". arendt said that the game's flexibility was also a shortcoming, with certain playing styles favoring certain abilities that when fully upgraded,
| 663 |
[
"automobile",
"accident",
"and",
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"##rz",
"##er",
"##k",
".",
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",",
"jarvis",
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",",
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"##k",
".",
"though",
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",",
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"-",
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",",
"which",
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"character",
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".",
"jarvis",
"noticed",
"that",
"if",
"the",
"button",
"was",
"held",
"down",
",",
"the",
"character",
"would"
] | 535,569 |
automobile accident and playing berzerk. prior to beginning development, jarvis injured his right hand in an accident — his hand was still in a cast when he returned to work, which prevented him from using a traditional joystick with a button. while in rehabilitation, he thought of berzerk. though jarvis enjoyed the game and similar titles, he was dissatisfied with the control scheme ; berzerk used a single joystick to move the on @ - @ screen character and a button to fire the weapon, which would shoot the same direction the character was facing. jarvis noticed that if the button was held down, the character would
| 663 |
[
"stick",
"in",
"its",
"direction",
".",
"if",
"jo",
"##die",
"must",
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"a",
"specific",
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",",
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"/",
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"-",
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"##die",
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"controller",
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"action",
".",
"other",
"sequences",
"require",
"real",
"@",
"-",
"@",
"time",
"stealth",
","
] | 436,010 |
stick in its direction. if jodie must perform a specific action, icons pop up on the screen to prompt the player to press and / or hold certain controller buttons. conversation prompts float in the air, defaulting to a certain choice if too much time passes before selection. during action sequences, like chases or hand @ - @ to @ - @ hand combat, the cinematography moves into slow motion whilst jodie performs the physical manoeuvre ; during this time, the player must determine the direction jodie is moving and push the controller stick in that direction to complete the action. other sequences require real @ - @ time stealth,
| 663 |
[
"not",
"feature",
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"life",
"counter",
"or",
"game",
"over",
"screen",
",",
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"re",
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",",
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"sonic",
"has",
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"are",
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".",
"the",
"player",
"can",
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"to",
"four",
"\"",
"skill",
"rings",
"\"",
",",
"which",
"the",
"player",
"selects",
"before"
] | 437,492 |
not feature a life counter or game over screen, but instead sonic reappears at the last visited checkpoint after dying, although the player will have to restart a mission if they fail a specified objective. the game contains 100 missions ( including boss battles ) over the course of eight levels. new missions, cutscenes, and sometimes new levels are unlocked by completing missions. successful missions earn sonic experience points, which advance him levels. sonic has 104 special moves called " skills " that are unlocked upon leveling up or reaching certain points in the story. the player can distribute these skills to four " skill rings ", which the player selects before
| 663 |
[
"the",
"player",
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",",
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"environment",
",",
"and",
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".",
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")",
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"##ette",
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"ヒ",
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"##キ",
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",",
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",",
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"lady",
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"res",
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"##a",
"(",
"レ",
"##サ",
"##レ",
"##サ",
")",
")",
"a",
"boo",
",",
"with"
] | 131,312 |
the player about any character, any environment, and any enemy. kooper ( kameki ( カメキ ) ) a koopa troopa, with the ability to throw his shell at otherwise unreachable objects. bombette ( pinky ( ヒンキー, pinki ) ) a bob @ - @ omb, with the ability to blow up weak parts of walls. parakarry ( paretta ( ハレッタ ) ) a paratroopa, with the ability to help mario cross gaps too large to jump across. lady bow ( resaresa ( レサレサ ) ) a boo, with
| 663 |
[
"also",
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"new",
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"+",
"option",
",",
"whereby",
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".",
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",",
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".",
"lightning",
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"an",
"ability",
"called",
"ch",
"##ron",
"##osta",
"##sis",
".",
"quest",
"##s",
"are",
"directly",
"linked"
] | 367,644 |
also a new game + option, whereby players can start a new game while carrying over their equipment and stats from a previous playthrough. the in @ - @ game clock runs continuously during normal navigation, with one in @ - @ game day equating to two to three hours in real time on easy mode and one hour on normal and hard modes. the timer starts out at seven in @ - @ game days, but can be extended to a maximum of thirteen days. the timer stops during cutscenes, conversations and battles. lightning can also pause time using an ability called chronostasis. quests are directly linked
| 663 |
[
"earlier",
"episode",
"\"",
"kill",
"switch",
".",
"\"",
"gibson",
"was",
"motivated",
"to",
"write",
"the",
"episode",
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"\"",
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",",
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"ivan",
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",",
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".",
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",",
"where",
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"a",
"female",
"character",
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"fe",
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".",
"she",
"introduces",
"herself",
"as",
"mai",
"##tre",
"##ya",
",",
"stating",
",",
"\""
] | 868,564 |
earlier episode " kill switch. " gibson was motivated to write the episode after the success of " kill switch. " the episode featured several elaborate special effects sequences that nearly put the episode over budget. the episode opens with three men, fitted with futuristic combat gear and automatic weapons, entering the virtual reality game first person shooter. in a control room, ivan and phoebe, the game's programmers, are monitoring the players'vital signs. only one of the players makes it to the second level of the violent game, where he encounters a female character in a fetishistic leather outfit. she introduces herself as maitreya, stating, "
| 663 |
[
"band",
"of",
"vampire",
"hunters",
",",
"rely",
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".",
"early",
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"dawn",
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"vampire",
"or",
"a",
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".",
"it",
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"two",
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"areas",
"outside",
"of",
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"land",
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"sky",
"##rim",
"to",
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"—",
"the",
"soul",
"cai",
"##rn",
",",
"a",
"plane",
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"oblivion",
",",
"and",
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"vale",
",",
"a",
"secluded",
"glacial",
"valley",
".",
"dawn",
"##guard",
"released",
"on",
"the",
"xbox",
"360",
"in",
"english"
] | 868,204 |
band of vampire hunters, rely on the use of their trademark crossbow weapons in their pursuit against clan volkihar, a family of vampires. early in dawnguard's quest line, players must choose which faction they join forces with. dawnguard adds new content to the game including weapons, magic and armor, and expands the abilities afforded to players who choose to become either a vampire or a werewolf. it also adds two new areas outside of the main land of skyrim to explore — the soul cairn, a plane of the realm oblivion, and the forgotten vale, a secluded glacial valley. dawnguard released on the xbox 360 in english
| 663 |
[
"retreat",
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"ambush",
"location",
"when",
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".",
"creations",
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"gene",
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"##ge",
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"@",
"screen",
"text",
".",
"encounters",
"with",
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"change",
"according",
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".",
"as",
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"as",
"which",
"quest",
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";",
"which",
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"the",
"player",
"has",
";",
"which",
"group",
"the",
"player",
"belongs",
"to",
"and",
"the",
"player",
"'",
"s",
"leadership"
] | 31,330 |
retreat to an ambush location when threatened. creations made by the player character can also be controlled by a similar artificial intelligence, or the player can invest more essence in the creation's intelligence and control them manually. geneforge's dialogue is delivered through on @ - @ screen text. encounters with intelligent creations or humans result in the player being given a series of pre @ - @ determined questions or responses. conversation options and the outcome of those conversations change according to the player's previous interactions. as well as which quests have been completed ; which items the player has ; which group the player belongs to and the player's leadership
| 663 |
[
"##pe",
"##k",
"also",
"criticized",
"the",
"repetitive",
"ambient",
"dialogue",
"in",
"the",
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".",
"whitehead",
"also",
"stated",
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"the",
"unique",
",",
"in",
"##vent",
"##ive",
",",
"and",
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"missions",
"allowed",
"for",
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"that",
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"the",
"over",
"##ar",
"##ching",
"story",
".",
"joy",
"##sti",
"##q",
"'",
"s",
"alexander",
"sl",
"##i",
"##win",
"##ski",
"was",
"disappointed",
"by",
"the",
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",",
"and",
"that",
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"story",
"did",
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"dun",
"##wall",
",",
"but",
"said",
"that",
"the",
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"left",
"him",
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"more",
".",
"in",
"contrast",
",",
"the",
"es",
"##cap",
"##ist",
"'",
"s",
"susan",
"aren",
"##dt",
"wrote",
"that",
"the",
"story",
"was",
"well",
"paced",
",",
"and",
"shack",
"##ne",
"##ws",
"'",
"s",
"john",
"ke",
"##efe",
"##r",
"stated",
"that",
"it",
"was",
"emotionally",
"im",
"##mers",
"##ing",
"and",
"is",
"\"",
"role",
"@",
"-",
"@"
] | 629,766 |
##pek also criticized the repetitive ambient dialogue in the missions. whitehead also stated that the unique, inventive, and distinctive missions allowed for memorable gameplay that subverted the overarching story. joystiq's alexander sliwinski was disappointed by the abrupt ending, and that the story did not explore much of the developed world of dunwall, but said that the overall experience left him wanting more. in contrast, the escapist's susan arendt wrote that the story was well paced, and shacknews's john keefer stated that it was emotionally immersing and is " role @ - @
| 663 |
[
"from",
"the",
"public",
"by",
"including",
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"created",
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"fans",
".",
"capcom",
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"8",
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"@",
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"t",
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"##d",
"\"",
".",
"ina",
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"-",
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"\"",
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"the",
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"\"",
"difficult",
"\"",
",",
"and",
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"\"",
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"\"",
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"the",
"\"",
"arm",
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"and",
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".",
"the",
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"man",
"2",
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"by",
"tak",
"##ashi",
"tate",
"##ish",
"##i",
"(",
"credited",
"as"
] | 431,978 |
from the public by including boss designs created by fans. capcom received 8 @, @ 370 boss submissions for the game, although even the designs for the final eight robot masters were " tweaked ". inafune intended his artwork for mega man 2 to be more " anime @ - @ ish " than in the first game. a second difficulty setting was added for the north american release. the original version was labeled " difficult ", and a " normal " setting was created that made the " arm cannon " and boss weapons more powerful. the soundtrack for mega man 2 was composed by takashi tateishi ( credited as
| 663 |
[
"on",
"sy",
"##lar",
"gave",
"her",
"a",
"chance",
"to",
"use",
"her",
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"to",
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"rather",
"than",
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"people",
".",
"k",
"##ring",
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"\"",
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"and",
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"hero",
"'",
".",
"\"",
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"##lar",
"'",
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"'",
"s",
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"##ring",
",",
"\"",
"sy",
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".",
"\"",
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",",
"sy",
"##lar",
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"qui",
"##nto",
"'",
"s",
"commitment",
"to",
"the",
"new",
"star",
"trek",
"film",
".",
"however",
","
] | 691,434 |
on sylar gave her a chance to use her abilities to help rather than to hurt people. kring says " she's been given an opportunity to use her powers in a good way. and she absolutely likes the sound of that word'hero '. " sylar's use of the stolen sample of claire bennet's blood led to the restoration of his abilities. according to kring, " sylar getting his power back does not bode well for our heroes. " originally, sylar was not supposed to get his abilities back due to zachary quinto's commitment to the new star trek film. however,
| 663 |
[
"\"",
"stolen",
"the",
"terrible",
"secrets",
"of",
"the",
"world",
"\"",
":",
"the",
"more",
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",",
"the",
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"ten",
"##en",
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".",
"bio",
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"-",
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"and",
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"system",
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"2",
".",
"the",
"player",
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"role",
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"as",
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"is",
"guided",
"through",
"rap",
"##ture",
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".",
"the",
"player",
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"and",
"pl",
"##as",
"##mi",
"##ds",
"as",
"they",
"work",
"their",
"way",
"through",
"enemy",
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".",
"the",
"player",
"can",
"switch",
"between",
"one",
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"weapon",
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"time",
",",
"allowing",
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"combination",
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"that",
"can",
"be"
] | 138,439 |
" stolen the terrible secrets of the world " : the more little sisters are harvested, the harsher and more furious tenenbaum's narrative becomes. bioshock is a first @ - @ person shooter with role @ - @ playing game customization and stealth elements, and is similar to system shock 2. the player takes the role of jack as he is guided through rapture towards various objectives. the player collects various weapons and plasmids as they work their way through enemy forces. the player can switch between one active weapon and one active plasmid at any time, allowing them to find combination attacks that can be
| 663 |
[
"enemy",
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"s",
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",",
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"other",
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"a",
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",",
"in",
"which",
"behind",
"@",
"-",
"@",
"the",
"@",
"-",
"@"
] | 450,574 |
enemy's actions. when certain foes, such as a cyclops or a juggernaut, have been sufficiently weakened, the player may jump on its back and briefly force it to attack other foes. other extra features include ten artifacts hidden in the game world that provide additional abilities like unlimited magic during new game plus. new game plus also allows players to change kratos'costume, but trophies are disabled in this mode. a new feature absent from previous installments is " chapter select ", which allows players to select and replay previously completed levels. unlike previous installments, in which behind @ - @ the @ - @
| 663 |
[
"player",
"'",
"s",
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".",
"edge",
"magazine",
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"the",
"gems",
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"trek",
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"found",
"that",
"the",
"game",
"'"
] | 150,245 |
player's utility in some situations. edge magazine also complained that even when there were two players playing, the camera would always center on scarygirl, even if that meant that bunnyguru wound up off screen. reviews were also mixed for the exploration and collection aspects of the game. parkin of eurogamer described these aspects by stating that : " branching paths through levels add the illusion of depth but, for players who wish to collect 100 per cent of the gems in a stage, trekking backwards and forwards through a level is an inelegant slog ". peter eykemans of ign found that the game '
| 663 |
[
"heads",
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"-",
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] | 49,050 |
heads @ - @ up display that shows character and weapon information, a map, and a drag and drop inventory. the backstory is explained progressively through the player's acquisition of audio logs and encounters with ghostly apparitions. at the beginning of the game the player chooses a career in a branch of the unified national nominate, a fictional military organization. each branch of service gives the player a set of starting bonuses composed of certain skills, though may thereafter freely develop as the player chooses. the marine begins with bonuses to weaponry, the navy officer is skilled in repairing and hacking, and the osa agent gets a starting set of psionic
| 663 |
[
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":",
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",",
"masters",
"of",
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";"
] | 300,251 |
through defeating monsters, crafting items, and completing quests, players accumulate exp which, when a certain threshold is reached, automatically increments the player's level. the player's level affects attributes such as hp ( health / hit points ), mp ( magic / mana points ), and the number of abilities available to them. under the armory system, a character's equipped weapon or crafting tool, determines the player's character class, allowing them to switch roles at will. some classes are associated with a particular starting point. classes are divided into four disciplines : disciples of war, masters of physical combat ;
| 663 |
[
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",",
"and"
] | 661,328 |
button labelled " input answer " and writing a word or number that solves the given puzzle. other times, they might be asked to circle an answer or tap an area on the touch screen, and then hit " submit ". still others are solved automatically once the player finds the solution by interacting with objects on the bottom screen. if the player has made a mistake in solving a puzzle, they can hit the button labelled " restart " to reset the puzzle. deducted picarats and purchased hints are not reset if a puzzle is restarted. if the player submits an incorrect answer, they will be asked to repeat the puzzle, and
| 663 |
[
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",",
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",",
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"role",
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"the",
"game",
"by",
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"player",
"to",
"use",
"physics"
] | 399,714 |
and physics @ - @ based puzzles. episode one integrates tutorial @ - @ like tasks into the story to familiarize the player with new gameplay mechanics without breaking immersion. a head @ - @ up display appears on the screen to display the character's health, energy, and ammunition. throughout the course of the game, the player accesses new weapons and ammunition that are used to defend the character from enemy forces. unlike in half @ - @ life 2, where gordon's initial weapon is the crowbar, gordon first acquires the gravity gun, which plays a crucial role in the game by allowing the player to use physics
| 663 |
[
"-",
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",",
"and",
"it",
"consists",
"of"
] | 863,101 |
- @ dimensional side @ - @ scrolling format, the game retains the action @ - @ oriented approach of its predecessors, with the player controlling the character kratos in the same combination of combat, platforming, and puzzle game elements. platforming elements include jumping across chasms, climbing ladders, and swinging on ropes. some puzzles require kratos to move a box on top of a switch ( thus activating it ), or moving a box to use it as a jumping @ - @ off point to reach a pathway unreachable with normal jumping. game length is approximately two to four hours, and it consists of
| 663 |
[
"game",
".",
"smith",
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".",
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"'",
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".",
"the",
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",",
"they",
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"was",
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"in",
"modular"
] | 302,693 |
game. smith compared sunset overdrive's gameplay to pinball games, where a player's every movement has consequences, and the on @ - @ screen chaos created by players is based on their actions. the game's combat and traversal elements were originally separate from each other, but were later connected as the team began to think that : " shooting while grinding was fun ". the combination of these aspects led the studio to adjust the game's world design. the team calculated how the city should be designed so that it could support both combat and traversal. as a result, they ensured that the world was built in modular
| 663 |
[
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"an",
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"%",
"based"
] | 408,801 |
included in the orange box. it was praised for its unique gameplay and dark, deadpan humor. eurogamer cited that " the way the game progresses from being a simple set of perfunctory tasks to a full @ - @ on part of the half @ - @ life story is absolute genius ", while gamespy noted that " what portal lacks in length, it more than makes up for in exhilaration. " the game was criticized for sparse environments, and both criticized and praised for its short length. aggregate reviews for the stand @ - @ alone pc version of portal gave the game an average rating of 89 % based
| 663 |
[
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"##ists",
"to",
"justice",
"dominated",
"the"
] | 597,993 |
##s had done in the past, by using archetypes such as the fight between good and evil and the contrast between the weak and strong. author gerry waggett said, " the close @ - @ ups of the rapists'faces during the assault, distorted to capture marty's scared and drunken perspective, rank among the show's most graphic images. " an attempt was made to dramatize the rape and present it differently than the typical voyeuristic perspective, and the scenes were designed to disturb the audience. waggett added : " marty's subsequent quest to bring her rapists to justice dominated the
| 663 |
[
",",
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"at",
"a"
] | 280,446 |
, deus ex, or watch dogs. " pocket gamer's craig grannell appreciate how the game " often forces a kind of upside @ - @ down thinking " and compared its message to that of blackbar. gamezebo's jim squires said that touchtone is " perfectly designed for a certain set of mobile gamers " and compared its gameplay to the 1987 deflektor. despite the game's similarity to " countless light @ - @ bending puzzle games ", he found mikengreg's implementation " fiendishly clever " in the way the player moves rows of tiles rather than one at a
| 663 |
[
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",",
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"several",
"survival"
] | 179,735 |
also in 1999, capcom released the original dino crisis, which was noted for incorporating certain elements from survival horror games. it was followed by a more action @ - @ based sequel, dino crisis 2, in 2000. fatal frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them. the fatal frame series has since gained a reputation as one of the most distinctive in the genre, with the first game in the series credited as one of the best @ - @ written survival horror games ever made, by ugo networks. meanwhile, capcom incorporated shooter elements into several survival
| 663 |
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"##uchi",
"ip",
"##po",
",",
"the",
"protagonist",
"from",
"the",
"manga",
"series",
"."
] | 845,959 |
length. also, right hooks don't do as much damage if the character is positioned to the opponent's left and vice versa. the game has two modes, a single player story mode and a multi @ - @ player versus mode. the story mode follows the boxing careers of the main characters from the original series. all characters available to the player are from the kamogawa boxing gym. cut scenes are added in before and after matches as the main story telling device, and utilize the same character models as the fights. the game has six story arcs and begins with makunouchi ippo, the protagonist from the manga series.
| 663 |
[
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"rock",
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".",
"early",
"play",
"##test",
"##ers",
"complained",
"about",
"the",
"game"
] | 597,496 |
different strategies when dealing with different hunters. turtle rock considered this a way to effectively extend evolve's replayability and would add more variety to the gameplay. there were originally four hunter characters in evolve, but after the design team experimented with the free @ - @ to @ - @ play model, the list of characters was expanded to 16. the titular " evolve " game mechanic was inspired by the " bomb planting " mode from the counter @ - @ strike series. the monsters started out as a relatively weak creature that could be defeated easily, but becomes stronger and gains more skills as it evolves. early playtesters complained about the game
| 663 |
[
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"and",
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".",
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"s",
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"to",
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"##ko",
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",",
"and",
"obsidian",
"was",
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"access",
"to"
] | 502,455 |
created various fantasy @ - @ styled items, armor, and weapons but parker and stone told them to " make it crappier " to create the impression that the children had found or made the objects themselves ; weapons consisted of golf clubs, hammers, suction cup arrows and wooden swords, while bathrobes, oven mitt gloves, and towels worn as capes served as clothing. south park studios provided obsidian with access to the show's full archive of art assets, allowing obsidian to include previously unused ideas, such as discarded chinpokomon designs. actors from the show provided voice work, and obsidian was given access to
| 663 |
[
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"point",
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"capcom",
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"the",
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"-",
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"'",
"s",
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".",
"=",
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"the",
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"##ami",
"(",
"[UNK]",
")",
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"means",
"\""
] | 488,038 |
this point, the game had much of the core gameplay, including the celestial brush and the combat system in place. the game was released a year later in 2006. however, just a few weeks following its release in north america to strong critical reception, capcom announced the closure of clover studio. the okami : official complete works art book was published by udon in may 2008. the game was re @ - @ released under sony's " greatest hits " in japan in august 2008. = = = naming and allusions = = = the title of the game is a pun ; the word okami ( [UNK] ) in japanese means "
| 663 |
[
"@",
"-",
"@",
"view",
"event",
"and",
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"the",
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",",
"though",
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"has",
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"raw",
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"12",
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"in",
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",",
"players",
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"@",
"-",
"@",
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"or",
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"@",
"-",
"@",
"player",
"storylines",
".",
"the",
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"is",
"that",
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"storyline",
"is",
"tailor",
"made",
"for",
"the",
"superstar",
"the",
"player",
"chooses",
".",
"this"
] | 870,171 |
@ - @ view event and the final stage in season mode. after the final stage, season modes begins again with the same superstar chosen before, though the player has the option of switching superstars. the superstar is then a part of the wwe draft lottery and is assigned to a brand. season mode was replaced with road to wrestlemania in wwe smackdown vs. raw 2009, and remained in the games until wwe'12. in this mode, players could choose from superstars to play as in single @ - @ player or multi @ - @ player storylines. the difference is that each storyline is tailor made for the superstar the player chooses. this
| 663 |
[
"the",
"key",
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".",
"mike",
"sk",
"##up",
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"the",
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"##up",
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"was",
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"with",
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"the",
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"kept",
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"of",
"the",
"original",
"demo",
".",
"the",
"game",
"'",
"s",
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"performed",
"extensive",
"research",
"in",
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"kong",
"to",
"create",
"an",
"accurate",
"portrayal",
"of",
"the",
"city",
".",
"art",
"designers",
"spent",
"seven",
"days",
"in",
"hong",
"kong",
",",
"where",
"they",
"studied"
] | 126,895 |
the key focuses. mike skupa, the design director, said that the combat was refined using feedback from square enix, with references drawn from tony jaa's the protector. the system was designed to emphasize multi @ - @ directional combat, strike @ - @ based gameplay and environmental interaction. it started as " one big violent sandbox " and progressed to a playable demo. skupa was pleased with how well the game kept the qualities of the original demo. the game's designers performed extensive research in hong kong to create an accurate portrayal of the city. art designers spent seven days in hong kong, where they studied
| 663 |
[
"the",
"same",
"map",
"(",
"on",
"a",
"vertically",
"split",
"screen",
")",
",",
"can",
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"own",
"le",
"##mming",
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"(",
"green",
"or",
"blue",
")",
",",
"and",
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"own",
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".",
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"##mming",
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"(",
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"'",
"s",
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"home",
".",
"=",
"=",
"development",
"=",
"=",
"mike",
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"##ly",
",",
"the",
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"for",
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"##mming",
"##s",
",",
"provided",
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"detailed",
"history",
"of",
"the",
"development",
"of",
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"game",
"entitled",
"\"",
"the",
"le",
"##mming",
"##s",
"story",
"\"",
"in",
"2006",
".",
"david",
"jones",
",",
"founder",
"of",
"d",
"##ma"
] | 377,203 |
the same map ( on a vertically split screen ), can only give orders to their own lemmings ( green or blue ), and had their own base. the goal is to get more lemmings ( regardless of colour ) into one's own base than the other player. gameplay cycles through the 20 levels until neither player gets any lemmings home. = = development = = mike dailly, the first employee of dma design and one of the programmers for lemmings, provided a detailed history of the development of the game entitled " the lemmings story " in 2006. david jones, founder of dma
| 663 |
[
"buried",
".",
"e",
".",
"t",
".",
"is",
"an",
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"game",
"in",
"which",
"players",
"control",
"an",
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"(",
"e",
".",
"t",
".",
")",
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"-",
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".",
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"this",
",",
"e",
".",
"t",
".",
"can",
"collect",
"reese",
"'"
] | 257,946 |
buried. e. t. is an adventure game in which players control an alien ( e. t. ) from a top @ - @ down perspective. the objective of the game is to collect three pieces of an interplanetary telephone. the pieces are found scattered randomly throughout various pits ( also referred to as wells ). the player is provided with an on @ - @ screen energy bar, which decreases when e. t. performs any actions ( including moving, teleporting, or falling into a pit, as well as levitating back to the top ). to prevent this, e. t. can collect reese '
| 663 |
[
"create",
"\"",
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"new",
",",
".",
".",
".",
"something",
"really",
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"-",
"@",
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",",
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"##ize",
"the",
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"of",
"the",
"game",
".",
"in",
"touch",
"##tone",
",",
"the",
"player",
"monitors",
"phone",
"calls",
"as",
"part",
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"a",
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"surveillance",
"program",
"to",
"find",
"public",
"threats",
".",
"the",
"story",
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"the",
"player",
"sw",
"##ipes",
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"screen",
"to",
"reflect",
"a",
"beam",
"around",
"a",
"room",
"to",
"its",
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"destination",
".",
"mike",
"##ng",
"##re",
"##g",
"felt",
"that",
"their",
"first",
"theme",
"of",
"light",
",",
"prism",
"##s",
",",
"and",
"audio",
"signal",
"too",
"closely",
"mimic"
] | 162,700 |
create " something new,... something really small and perfect ". by the end of the two @ - @ day jam, the core mirror reflection mechanics of touchtone were in place, though it would take two years of sporadic work to finalize the remainder of the game. in touchtone, the player monitors phone calls as part of a government surveillance program to find public threats. the story is told through a series of reflection puzzles wherein the player swipes the screen to reflect a beam around a room to its intended destination. mikengreg felt that their first theme of light, prisms, and audio signal too closely mimic
| 663 |
[
"was",
"a",
"\"",
"worth",
"##while",
"choice",
"\"",
".",
"however",
",",
"the",
"critical",
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"to",
"brood",
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"was",
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".",
"game",
"revolution",
"described",
"the",
"gameplay",
"as",
"\"",
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"the",
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"stating",
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"unit",
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",",
"the",
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"after",
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"\"",
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".",
"dismissing",
"the",
"multiplayer",
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"as",
"un",
"##im",
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",",
"game",
"revolution",
"summarized",
"that",
"while",
"\"",
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"expansion",
"\"",
",",
"brood",
"war",
"was",
"\"",
"a",
"mixed",
"bag",
"\"",
".",
"after",
"its"
] | 803,706 |
was a " worthwhile choice ". however, the critical response to brood war was not universal. game revolution described the gameplay as " identical to starcraft in almost every way " and displaying mixed feelings towards the new units. the reviewer continued by stating that " while the unit upgrades are good, the scenarios still don't cut it ", describing the single @ - @ player mission design as an " afterthought " despite the expansion possessing an " interesting " storyline. dismissing the multiplayer additions as unimportant, game revolution summarized that while " a fun expansion ", brood war was " a mixed bag ". after its
| 663 |
[
"trailer",
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".",
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".",
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"##er",
"'",
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"jeff",
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"##ia",
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] | 725,787 |
trailer for the game. the game was designed by rogers, programmed by kerwin, and illustrated by porter. ken " coda " snyder made the music. it was released in june 2014. game informer's jeff marchiafava wrote that the platformer was " hopelessly difficult ", as it required a " level of perfectionism only speedrunners possess ". he added that tuffy was both what he " loved and hated " about the video games of his youth, between its 16 @ - @ bit era art, tight platforming controls, " unforgiving " gameplay, and " reliance on rote memo
| 663 |
[
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] | 520,544 |
proceed to the next one, the player must complete certain objectives such as solving puzzles, defeating a boss, collecting keys that open doors to new areas, and reaching a specific point in the game, among others. as a survival horror game, resident evil : revelations emphasizes survival, evasion, and exploration over fast @ - @ paced combat by providing the player with limited ammunition, health, and movement speed. the player has the ability to run, climb ladders, swim and dive underwater for a limited period of time. up to three firearms can be carried at one time, in addition to grenades and the standard combat knife. firearms range from
| 663 |
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] | 271,518 |
these forms have different abilities, such as firing projectiles at hostile creatures or passing through barriers inaccessible to her in her natural form. reviews of the game were generally positive. critics focused primarily on the visuals, music and atmosphere as particularly praiseworthy. additional positive comments were made about the controls and gameplay, while critiques centered on the map system and a limited variety of objectives. the game won the seumas mcnally grand prize from the independent games festival in march 2007. aquaria is a 2d sidescrolling action @ - @ adventure game, heavily focused on exploration and puzzle @ - @ solving, with non @ - @ linear
| 663 |
[
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] | 749,382 |
. multidirectional shooters feature 360 degree movement where the protagonist may rotate and move in any direction. multidirectional shooters with one joystick for movement and one joystick for firing in any direction independent of movement are called " twin @ - @ stick shooters. " bullet hell ( [UNK] [UNK], danmaku, literally " barrage " or " bullet curtain " ) is a shoot'em up in which the entire screen is often almost completely filled with enemy bullets. this type is also known as " curtain fire ", " manic shooters " or " maniac shooters ". this style of game originated in the mid
| 663 |
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"@",
"-",
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] | 629,705 |
during development, test players discovered methods of exploiting the available powers and abilities to achieve unexpected outcomes ; instead of restricting these techniques, the designers attempted to redesign levels to accommodate them. dishonored's music score was produced by composer daniel licht to represent london in the nineteenth century. dishonored received positive reviews, focusing on the missions'individual narratives and the freedom available in completing them. criticism fell on the overarching narrative, which was considered predictable, and problems in controlling the player's character. following its release, the game won several awards, including the 2012 spike video game award for best action @ - @ adventure
| 663 |
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"wizard",
"mal"
] | 473,893 |
it was mostly criticized for its controls, lack of fighting, and the lack of continues or passwords. while the game received mixed reviews, ste pickford said that this game was his personal favorite. zippo games, which was acquired by rare and was known as rare manchester during development, shut down shortly before this game's completion, and while the game hinted at another sequel, it has never occurred. wizards & warriors iii : kuros : visions of power takes place immediately after the events at the end of the previous game, ironsword : wizards & warriors ii, when kuros has defeated his nemesis, the evil wizard mal
| 663 |
[
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"##ha",
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"approximately",
"40",
"square",
"miles"
] | 776,445 |
songs selected by schafer for inclusion in the game. brutal legend was generally well received by game reviewers, praising schafer's vision and writing of the heavy metal @ - @ inspired world, and the performances of the voice cast, particularly black and osbourne. some felt that the hybrid gameplay of action and real @ - @ time strategy games did not mix well, however, blaming console control limitations and missing features normally found in games of either genre. brutal legend is a third person action / adventure game incorporating real time strategy elements. the game uses an open world that tim schafer has described as being approximately 40 square miles
| 663 |
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"mal"
] | 42,486 |
##urine to life. he is then spirited away to the land of elrond to help kuros defeat malkil. as with the other books in the series in which nobody actually " died ", all of the creatures that they killed were made from the lives of the people of elrond, and whenever a creature was slain, a person was returned to their normal state. further in the novel, the two save kuros sister in the pink caves. while matthew was invulnerable at the start of the mission, as the two drew closer to the evil wizard, he becomes more vulnerable to the attacks of mal
| 663 |
[
"\"",
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"characters",
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] | 368,000 |
" my name is john marston ", was released. it depicted several scenes from the game, introducing main protagonist john marston ( rob wiethoff ). on december 15, 2009, the first in a series of gameplay videos, titled " introduction ", was released. it was the first footage to showcase the gameplay of red dead redemption. the second in this series, titled " weapons & death ", was released on january 28, 2010, particularly focusing on the game's weapons. on february 11, 2010, a new trailer was released. titled " the law ", the trailer introduced the characters who are a part of
| 663 |
[
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"-",
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] | 402,794 |
designer after playdead found him to be capable at creating puzzles. carlsen stated that the puzzles within limbo were designed to " [ keep ] you guessing all the way through ". jensen also wanted to make the puzzles feel like a natural part of the environment, and to avoid the feeling that the player was simply moving from puzzle to puzzle through the course of the game. carlsen identified examples of puzzles from other games that he wanted to avoid. he wanted to avoid simple puzzles that gave the player little satisfaction in its solution, such as a puzzle in uncharted 2 : among thieves that involved simply moving a sun @ - @
| 663 |
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",",
"saying",
"that",
"it",
"made",
"the",
"lives",
"of"
] | 161,997 |
during combat. bugs were responsible for slowing down the game when a high level of graphical assets were on @ - @ screen at the same time, but it was reported that a fix was released that solved the problem. allgame's derek williams considered the game's combat simplistic ( with a comparison to diablo ), which made the game too easy. the most negative major review came from eurogamer, who gave the game seven out of ten ( and later increased it to eight when the game was patched ). their reviewer expressed distaste at the immortality of the player character, saying that it made the lives of
| 663 |
[
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",",
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] | 481,548 |
##i welsh echoed these statements, adding that the music compliments the game's environments. jim sterling of destructoid also praised the music's ability to compliment gameplay. matt helgeson of game informer praised santaolalla's work, calling it " understated and haunting ". chris kerr of side one felt that the soundtrack was " the perfect companion " to the game, stating that it is " poignant, moving, and overflowing with desolate hope ". similarly, keri honea of game revolution felt that the album can be " easily enjoy [ ed ] outside of the game ", praising
| 663 |
[
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] | 94,573 |
the game was also praised as being an improvement on more recent installments in the series ; use of an orchestral score, rather than rock as in more recent games, was appreciated. an overwhelmingly negative reaction was given by critics to the werehog concept and corresponding night @ - @ time sections, which contributed greatly to the lower than expected review scores. some reviewers compared the werehog sections to god of war. complaints stemmed from the game's change of speed, from high @ - @ speed daytime sections to the slower, night @ - @ time sections ; the " pace @ - @ breaking combat levels " were described as " plodding
| 663 |
[
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] | 318,375 |
speed at the cost of late @ - @ game staying power. red also has the vast majority of cards that involve random chance. green is the color of life, nature, reality, evolution / adaptability, ecology, interdependence, instinct, and indulgence. green's strengths are on the battlefield, usually winning through combat with creatures, of which it has a broad menagerie. these tend to be strong for their cost and have abilities that make them more survivable like regenerate and hexproof. green creatures also often have " trample ", an ability which allows them to deal attack
| 663 |
[
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".",
"jan"
] | 297,614 |
25 % more gameplay " than its psp predecessor, chains of olympus, while adding more enemies on screen and a greater number of boss encounters. development of ghost of sparta took 23 months to complete. chains of olympus game director ru weerasuriya did not return to direct due to his busy schedule at ready at dawn, so dana jan, the lead level designer on chains of olympus, became director. at comic @ - @ con 2010, jan noted that when development began in 2008, the goal was to make the game " bigger " than chains of olympus, which had apparently " pushed " the psp to its functional limits. jan
| 663 |
[
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] | 279,970 |
use a debris @ - @ spitting drum kit. players are able to use new abilities by visiting an in @ - @ game tattoo parlor. tattoos, and the special abilities that they unlock, are character @ - @ specific. players can also unlock new abilities, including additional combination attacks, group attacks, and the ability to use two weapons at once, by leveling up. players use an in @ - @ game windows 8 phone to manage their inventory, level up, read emails that explain game mechanics, and scan qr codes that unlock items and give the character money or followers ( the game's experience point equivalent ). players earn
| 663 |
[
"frederick",
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"who",
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] | 878,002 |
frederick nolting, who had returned from his vacation. = freedom planet = freedom planet is a two @ - @ dimensional platform video game created by independent developer galaxytrail, a studio set up for the project by designer stephen diduro. the player controls one of three anthropomorphic animal protagonists : the dragon lilac, the wildcat carol, or the basset hound milla. aided by the duck @ - @ like torque, the player attempts to defeat the evil lord brevon, who plans to conquer the galaxy. while the game focuses on fast @ - @ paced platforming, its levels are interspersed with slower
| 663 |
[
"aid",
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".",
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] | 124,906 |
aid amounting to the equivalent of the damage total. = robbing the cradle = " robbing the cradle " is a level created by ion storm for their final video game, thief : deadly shadows ( 2004 ). unlike other levels in the game, it features a strong survival horror theme, in addition to the stealth gameplay typical of the thief series. players traverse an abandoned, haunted orphanage and mental asylum called the shalebridge cradle, while attempting to free the soul of a young girl from the building's captivity. the level was designed by jordan thomas and randy smith, with a soundscape composed by eric brosius. using theories of
| 663 |
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",",
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"##balls",
"that"
] | 416,286 |
timer runs out, wonder boy loses some life. the hourglass timer can be refilled by collecting hourglasses or by visiting hospitals or taverns. in the zx spectrum version of the game, a candle represents the timer. in the master system version of the game, pressing one of the buttons takes players to the status screen which primarily shows what items they currently have. other information displayed in the status screen include types and strengths of weapons and armor equipped ; gold ; life remaining ; special items collected ; and types of " magic weapons " collected and their quantities. magic weapons include bombs that roll on the ground, fireballs that
| 663 |
[
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"color",
";",
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"enough",
"lines",
"have",
"been"
] | 784,207 |
atmosphere and investigation of the upper atmosphere, ionosphere, electrical activity, magnetosphere and escape rate. = gyromancer = gyromancer is a puzzle and role @ - @ playing video game developed by popcap games in collaboration with square enix. in the game, the player moves through a map of an enchanted forest, battling monsters using their own summoned monsters through a puzzle @ - @ game battle based on popcap's bejeweled twist. in these battles, the player rotates groups of four in a grid of gems to line up three or more jewels of the same color ; when enough lines have been
| 663 |
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"."
] | 771,584 |
simple, such as moving a box so that the player can use it as a jumping @ - @ off point to access a pathway unreachable with normal jumping, but others are more complex, such as finding several items across different areas of the game to unlock one door. kratos'main weapon is the blades of chaos : a pair of blades attached to chains that are wrapped around the character's wrists and forearms. in gameplay, the blades can be swung offensively in various maneuvers. as the game progresses, kratos acquires new weapons — the sun shield and gauntlet of zeus — offering alternative combat options.
| 663 |
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"having",
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"penned",
"by"
] | 638,446 |
elements like flashbacks and hallucinations that were marked by a bluish tint and a shaking camera. it also displayed various gameplay mechanics that carried over to the final release, like the over @ - @ the @ - @ shoulder camera and a laser sight for aiming in battles and quick time events. other features, such as dialogue choices, were removed later. though ultimately scrapped, five minutes of gameplay footage for this version was released on the biohazard 4 secret dvd, a japanese pre @ - @ order bonus given out in january 2005. the hallucination version had only a basic story concept, having dropped the previous scenario penned by
| 663 |
[
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"features",
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".",
"the",
"first",
"item",
"is",
"a",
"royal"
] | 424,931 |
within a given timeframe. other missions have more specific collecting rules, such as collecting as many items ( swans, crabs, pairs ) as possible within a given time, or collecting the largest item possible ( such as a cow or bear ). the player can attempt a score attack mode for any level, in which they try to make the greatest katamari possible in the time allotted. certain levels can unlock an " eternal mode " by creating an exceptionally large katamari. in eternal modes, the player can explore the level with no time limit. each level features two secret items that can be found. the first item is a royal
| 663 |
[
"\"",
"cu",
"##lm",
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"development",
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",",
"the",
"team",
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"come",
"up",
"with",
"ideas"
] | 510,764 |
" culmination " of all the games in fire emblem series to that point, incorporating gameplay elements from multiple titles. this approach was approved by the team and the proposal was completed within a month, though the decision also created difficulties with choosing which elements to include, and how to balance them so they did not clash with one another. the game's final title, " awakening ", was born from this concept of an ultimate fire emblem game. it was initially just casually suggested by yamagami when discussing ideas for a title with yokota, and yokota liked it. as development progressed, the team continued to come up with ideas
| 663 |
[
"won",
"two",
"awards",
",",
"and",
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"-",
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",",
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"and",
"fall",
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".",
"the",
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"game",
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"the",
"opponent",
"(",
"s",
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",",
"which",
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"##ging",
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"and",
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"to",
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"the",
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"'",
"s",
"position",
".",
"both",
"land",
"and",
"sea",
"units",
"are",
"available",
",",
"allowing",
"for",
"different",
"strategies"
] | 805,595 |
won two awards, and was commercially successful in the united kingdom. on october 16, 2008, midway released a free, ad @ - @ supported version of the game, supported by the us air force. featuring mainly rts, but also third @ - @ person and — with a few heroes only — first @ - @ person shooter scenarios, the gameplay in rise and fall is unique. the goal of the game is to defeat the opponent ( s ), which is done by first micromanaging a base, and then training an army to destroy the enemy's position. both land and sea units are available, allowing for different strategies
| 663 |
[
"combat",
"in",
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"hearts",
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"whilst",
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".",
"as",
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"progress",
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"the",
"game",
",",
"they",
"can",
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"certain",
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",",
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"and",
"tin",
"##ker",
"##bell",
",",
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"their",
"own",
"unique",
"abilities",
".",
"there",
"is",
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"a",
"context",
"@",
"-",
"@",
"sensitive",
"option",
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"bottom",
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"the",
"menu",
",",
"usually",
"used",
"for",
"interacting"
] | 556,986 |
combat in kingdom hearts occurs in real time and involves pressing buttons to initiate attacks by the on @ - @ screen character. an action menu, similar to those found in final fantasy games, found at the bottom left of the screen provides other combat options such as using magic and items, although players can also assign selected magic spells that can be instantly used whilst holding the shoulder button. as players progress through the game, they can receive certain disney characters as summons, such as dumbo and tinkerbell, each with their own unique abilities. there is also a context @ - @ sensitive option at the bottom of the menu, usually used for interacting
| 663 |
[
"the",
"game",
"as",
"\"",
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"vi",
"##dio",
"##t",
"'",
"s",
"kevin",
"christopher",
"criticized",
"the",
"protagonist",
"'",
"s",
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"falling",
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",",
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"a",
"@",
"-",
"@",
"1",
"game",
"."
] | 257,961 |
the game as " infamous " within the industry, citing " primitive " graphics, " dull " gameplay, and a " disappointing story ". in 1984 softline readers named the game the second @ - @ worst atari program of 1983, after congo bongo. nevertheless, the game also received some more positive reviews. an editor for the miami herald described it as a difficult game to learn to play, but felt it was worth dedicating the time. vidiot's kevin christopher criticized the protagonist's repeated falling down back into holes, but considered it " about the only flaw with an otherwise a @ - @ 1 game.
| 663 |
[
"st",
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"##ving",
"to",
"harmon",
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"period",
"'",
"s",
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"kato",
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".",
"the",
"team",
"programmed",
"each",
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"motion",
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"developers",
"st",
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"-",
"@",
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"system",
"'",
"s",
"techniques",
"and",
"animation"
] | 116,383 |
striving to harmonize the time period's level of technology, especially as reflected in characters'garb. the chrono cross team devised an original battle system using a stamina bar and elements. kato planned the system around allowing players to avoid repetitive gameplay ( also known as " grinding " ) to gain combat experience. hiromichi tanaka likened the elements system to card games, hoping players would feel a sense of complete control in battle. the team programmed each battle motion manually instead of performing motion capture. developers strove to include tongue @ - @ in @ - @ cheek humor in the battle system's techniques and animation
| 663 |
[
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"the",
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] | 599,772 |
as the first three games, in which the player completes a series of stages in any order and adds the weapon of each stage's boss to mega man's arsenal. one notable added feature is the " new mega buster " ( often shortened to " mega buster " ), an upgraded arm cannon that lets the player charge a regular shot into a much more powerful blast. the development team was mindful that this innovation would change the overall feel of the game. despite mega man 4 receiving positive critical reviews during its early 1990s release, the game is widely regarded today to represent a downward shift from the quality of the first three games in the
| 663 |
[
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"game",
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"where",
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"##mat",
"##ch",
"and",
"survival",
"matches",
".",
"like",
"golden",
"##eye",
"00"
] | 169,765 |
the game. initially, the game does not allow the player to tackle the different worlds with a desired character, and forces the player to use the three characters individually until they reach a meeting point. once they get to the meeting point, all of the worlds can be tackled with any character in any order. the overall objective of the game is to explore all the areas in order to save all the tribals and collect several spaceship pieces that allow the player to get to the final stage. the game also features a multiplayer mode, where two to four players can battle it out in both traditional deathmatch and survival matches. like goldeneye 00
| 663 |
[
".",
"they",
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"\"",
".",
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"##rring",
"with",
"this",
"sentiment",
",",
"games",
"##py",
"noted",
"that",
"using",
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"##ylus",
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"the",
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"felt",
"a",
"bit",
"strange",
".",
"euro",
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"##r",
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"expressed",
"their",
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"ph",
"##ys",
"##iot",
"##her",
"##ap",
"##y"
] | 667,014 |
. they criticized the levels as " contrived and predictable ", and noted that the designs felt too formulaic " after a few worlds of hunting for keys, fighting repeat bosses, and escaping before the bomb blows ". the washington times agreed that the game's repetitiveness eventually grew tiring, and that " manipulating the ds controls will be a painfully cramped endeavor ". concurring with this sentiment, gamespy noted that using the stylus to play the game felt a bit strange. eurogamer also expressed their disapproval of the control scheme, predicting it would lead to " the coming years of physiotherapy
| 663 |
[
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] | 629,792 |
, and there is a cooldown period between launches. the player's rocket follows newtonian physics, remaining in motion even when the player is not accelerating, though the rocket can rotate at a constant rate without inertia. the flying saucers stay in place or glide in a zig @ - @ zag pattern around the screen in tandem, with one staying a constant distance directly below the other. if a ship or missile moves past one edge of the screen, it reappears on the other side in a wraparound effect. while the missile is in flight, the player can turn it left or right instead of turning their
| 663 |
[
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] | 358,940 |
everything was put in place by the art team, designers took over again, inserting graphical enhancements, effects, and collision detection code. with a functional level, creatures, items, traps, and triggers were added last, then scripts were written for everything to control behavior. the team found it quite difficult to keep track of changes made to levels, and there were sometimes communication problems between different parts of the team, such as the artists and designers, resulting in inconsistencies between their work. ray muzyka, the co @ - @ executive producer, wrote, " we learned to make sure all elements of the team are talking
| 663 |
[
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] | 238,443 |
enemy will drop an item after being killed. items can also be bought with in @ - @ game money from a merchant who appears in various places throughout the castle. additional modes can be unlocked in the game. for boss rush mode, the player is required to complete the game once and can then fight the bosses from the game in order with the number of bosses depending on the level of difficulty selected. maxim mode requires the player to finish the game with the best ending and allows the player to take control of maxim. unlike juste, maxim cannot equip items and can only use his boomerang as a weapon. finishing with the
| 663 |
[
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] | 473,900 |
ability. each character class has three levels, and each corresponds to a specific statue which must be returned to a specific guild. for example, if kuros find the bronze thief statue, he must return it to the first level of the thief's guild ; if kuros passes the test, he then receives the disguise and ability of a " level one thief ". at the levels of the guild increase, the more difficult the tests become. each new ability allows players to access new areas which would normally be unreachable with other character classes and abilities. new abilities include improved weaponry for the knight, greater magic for the wizard,
| 663 |
[
"in",
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".",
"the",
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"can",
"triple",
"@"
] | 375,279 |
in 2009. the game revolves around the robotic rabbit protagonist robbit as he searches for lost muu muus, which are scattered throughout different levels in the game by the game's new antagonist, captain kabuki. robbit must explore each expansive new world to recapture all the lost muu muus. as with its predecessor, the game is presented in a first @ - @ person perspective. much of the interface was transferred from the first jumping flash! to the second in order to save time during development. new features include a much longer draw distance, updated enemy ai and a meter displaying whether or not robbit can triple @
| 663 |
[
"'",
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"last",
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"game",
"##in",
"##form",
"##er",
"writer",
"bryan",
"vo"
] | 182,532 |
' as well as holland's voice acting. 1up. com's steve watts found aqua's gameplay as the weakest from all the three characters as in contrast to ventus and terra, she specializes in magic techniques which are weak during the game's start. on the other hand, bob miur from destructoid found it appealing due to how it contrast previous fighting styles seen in the kingdom hearts series. aqua's story was also found less entertaining than ventus ', but also less predictable than terra's. following square's advice of using aqua as the last playable gameinformer writer bryan vo
| 663 |
[
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] | 230,234 |
instances form multiple puzzles in the game, in which items or switches can be only be accessed by use of the babies'specific qualities. the pairs can also perform special moves while they are separated, which are gained as the player progresses through the game. each action attained is assigned to a specific button on the ds for a character, which is present on the screen ; pressing the corresponding button results in the action. these actions, such as the " spin jump " that allows the older brothers to twirl through the air, are required to advance through the game and solve the various puzzles. the game retains many of the rpg aspects present in
| 663 |
[
"to",
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",",
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] | 222,995 |
to possession. the damage eileen takes in the game determines whether or not she dies during the final boss fight, directly affecting the ending achieved. combat in silent hill 4 follows the pattern set by the other games with a few key differences. the player has access to a variety of melee weapons but only two firearms. certain melee weapons are breakable. items which can be equipped such as talismans ( which protect the player from damage from the hauntings in henry's room ) will eventually break after a short period of use. another key difference in the combat system is that melee attacks may be " charged " before they are used, in
| 663 |
[
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"chu",
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"which",
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] | 825,900 |
town. to do this, the player must impress each member of the community and then kiss them. chulip was directed by yoshirou kimura, a former employee of love @ - @ de @ - @ lic. kimura wanted the game's focus to be on kissing in public, a more western @ - @ accepted custom, within a japanese setting. chulip suffered dismal sales, while its overall critical reception has been negative to average. most reviews cited the game's quirkiness and charm as its strong points yet criticized its tedious gameplay mechanics. chulip opens with a dream sequence in which the
| 663 |
[
"just",
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",",
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"while",
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"can",
"be",
"occasionally",
"frustrating",
",",
"dark",
"forces",
"'",
"diverse"
] | 186,283 |
just star wars fans. kent argued that the star wars setting is a high point for the game, saying that the level designs recreate the star wars style well : " though most of the dark forces sets are original to the game, they were created in the'star wars'spirit. " dark forces'gameplay has been described as " challenging " and has generally received praise. ron dulin, reviewing the game for gamespot, highlights the implementation of puzzles within levels : " the levels are diverse and ingenious, with plenty of creative obstacles standing between you and your goal. while they can be occasionally frustrating, dark forces'diverse
| 663 |
[
"a",
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",",
"wcw",
".",
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"by",
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"’",
"s",
"own",
"editors",
".",
"in",
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"2",
"##k",
"##14",
",",
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"player",
"campaign",
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"\"",
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"\"",
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",",
"a",
"nos",
"##tal",
"##gic",
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"rec",
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"of",
"wwe",
"history",
",",
"including",
"46",
"matches",
",",
"classic",
"wwe",
"footage",
"and",
"many",
"legendary",
"characters",
".",
"the",
"mode",
"features",
"a",
"distinct",
"roster",
"of",
"wrestlers",
"and",
"alternate",
"gi",
"##mm",
"##ick",
"##s",
",",
"who",
"wrestled",
"at",
"wrestlemania",
".",
"in",
"this",
"mode",
"matches",
"have",
"primary",
"objectives",
",",
"required",
"to",
"beat",
"the",
"game",
",",
"and",
"bonus",
"historical",
"objectives"
] | 870,173 |
a powerful rival, wcw. told from the perspective of the wwe during that period, matches and in @ - @ game cutscenes are supplemented by video packages assembled by wwe ’ s own editors. in wwe 2k14, a single player campaign titled " the 30 years of wrestlemania " was introduced, a nostalgic gameplay mode that recreates nearly three decades of wwe history, including 46 matches, classic wwe footage and many legendary characters. the mode features a distinct roster of wrestlers and alternate gimmicks, who wrestled at wrestlemania. in this mode matches have primary objectives, required to beat the game, and bonus historical objectives
| 663 |
[
"run",
"by",
"white",
"wolf",
"'",
"s",
"official",
"fan",
"club",
",",
"the",
"cam",
"##ari",
"##lla",
".",
"la",
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"events",
"have",
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"wide",
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"often",
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".",
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"can",
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",",
"the",
"presence",
"of",
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"or",
"abstract",
"rules",
",",
"and",
"whether",
"players",
"create",
"their",
"own",
"characters",
"or",
"have",
"them",
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"game",
"##masters",
".",
"there",
"is",
"also",
"a",
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"between",
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"that",
"are",
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"once",
"and",
"those",
"that",
"are",
"designed",
"to",
"be",
"repeat",
"##able",
".",
"a",
"number",
"of",
"other",
"common",
"classifications",
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".",
"theatre",
"@",
"-",
"@",
"style",
",",
"or",
"free",
"##form",
",",
"la",
"##rp",
"is",
"characterised",
"by",
"a",
"focus",
"on",
"interaction",
"between",
"characters",
"that",
"are",
"written",
"by",
"the",
"game",
"##masters",
",",
"not",
"using",
"simulated",
"weapons",
"for",
"combat",
","
] | 46,859 |
run by white wolf's official fan club, the camarilla. larp events have a wide variety of styles that often overlap. simple distinctions can be made regarding the genre used, the presence of simulated weapons or abstract rules, and whether players create their own characters or have them assigned by gamemasters. there is also a distinction between scenarios that are only run once and those that are designed to be repeatable. a number of other common classifications follow. theatre @ - @ style, or freeform, larp is characterised by a focus on interaction between characters that are written by the gamemasters, not using simulated weapons for combat,
| 663 |
[
"of",
"the",
"game",
"world",
"by",
"placing",
"objects",
",",
"named",
"artifacts",
",",
"on",
"empty",
"square",
"plots",
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".",
"this",
"map",
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"of",
"spaces",
"presented",
"in",
"an",
"iso",
"##metric",
"viewpoint",
"on",
"a",
"map",
"screen",
".",
"when",
"an",
"artifact",
"is",
"placed",
"in",
"a",
"space",
"on",
"the",
"map",
",",
"it",
"creates",
"a",
"land",
",",
"and",
"the",
"player",
"can",
"enter",
"that",
"land",
"by",
"selecting",
"the",
"position",
"on",
"the",
"map",
".",
"adjacent",
"lands",
"are",
"not",
"connected",
";",
"to",
"move",
"from",
"one",
"land",
"to",
"another",
"the",
"player",
"must",
"first",
"return",
"to",
"the",
"map",
"screen",
".",
"different",
"lands",
"are",
"generated",
"from",
"different",
"artifacts",
",",
"each",
"containing",
"a",
"quest",
"which",
"upon",
"completion",
"usually",
"gives",
"the",
"player",
"another",
"artifact",
"to",
"place",
".",
"lands",
"can",
"also",
"contain",
"additional",
"quest",
"##s",
".",
"each"
] | 121,120 |
of the game world by placing objects, named artifacts, on empty square plots on a map. this map takes the form of a grid of spaces presented in an isometric viewpoint on a map screen. when an artifact is placed in a space on the map, it creates a land, and the player can enter that land by selecting the position on the map. adjacent lands are not connected ; to move from one land to another the player must first return to the map screen. different lands are generated from different artifacts, each containing a quest which upon completion usually gives the player another artifact to place. lands can also contain additional quests. each
| 663 |
[
"and",
"less",
"linear",
"play",
".",
"in",
"the",
"game",
",",
"gordon",
"freeman",
"and",
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"'",
"other",
"major",
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"to",
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"surrounding",
"wilderness",
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"the",
"closing",
"events",
"of",
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"one",
".",
"the",
"game",
"was",
"praised",
"for",
"its",
"new",
"environments",
"and",
"features",
"and",
"was",
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"by",
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".",
"portal",
"is",
"a",
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"@",
"-",
"@",
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"first",
"@",
"-",
"@",
"person",
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"/",
"puzzle",
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"that",
"was",
"first",
"available",
"as",
"part",
"of",
"the",
"orange",
"box",
".",
"the",
"game",
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"a",
"series",
"of",
"puzzles",
"that",
"are",
"solved",
"by",
"creating",
"portals",
"through",
"which",
"the",
"player",
"and",
"simple",
"objects",
"can",
"use",
"the",
"portals",
"in",
"order",
"to",
"reach",
"an",
"exit",
"point",
"while",
"being",
"ordered",
"by",
"an",
"ai",
"@",
"-",
"@",
"programmed",
"robot",
"named",
"glad",
"##os",
"throughout"
] | 718,271 |
and less linear play. in the game, gordon freeman and the series'other major characters move away from city 17 to the surrounding wilderness following the closing events of episode one. the game was praised for its new environments and features and was well received by critics. portal is a single @ - @ player first @ - @ person action / puzzle game that was first available as part of the orange box. the game consists primarily of a series of puzzles that are solved by creating portals through which the player and simple objects can use the portals in order to reach an exit point while being ordered by an ai @ - @ programmed robot named glados throughout
| 663 |
[
"levels",
"received",
"specific",
"praise",
"from",
"ign",
":",
"\"",
"no",
"other",
"first",
"person",
"shooter",
"has",
"come",
"close",
"to",
"jedi",
"knight",
"'",
"s",
"dizzy",
"##ing",
"sense",
"of",
"scale",
"and",
"its",
"vast",
"levels",
".",
"\"",
"the",
"full",
"@",
"-",
"@",
"motion",
"video",
"sequences",
"between",
"levels",
"received",
"both",
"praise",
"and",
"criticism",
".",
"the",
"use",
"of",
"john",
"williams",
"'",
"soundtrack",
"from",
"the",
"star",
"wars",
"films",
"was",
"met",
"with",
"praise",
",",
"though",
"one",
"reviewer",
"believed",
"that",
"the",
"music",
"is",
"over",
"##used",
"in",
"star",
"wars",
"video",
"games",
".",
"the",
"sound",
"effects",
"were",
"also",
"lauded",
",",
"and",
"seen",
"as",
"providing",
"a",
"good",
"atmosphere",
"for",
"the",
"game",
",",
"in",
"particular",
"the",
"lights",
"##abe",
"##r",
"sound",
"and",
"its",
"implementation",
".",
"the",
"addition",
"of",
"a",
"multiplayer",
"mode",
"to",
"jedi",
"knight",
"was",
"met",
"positively",
",",
"but",
"questions",
"arose",
"to",
"why"
] | 140,828 |
levels received specific praise from ign : " no other first person shooter has come close to jedi knight's dizzying sense of scale and its vast levels. " the full @ - @ motion video sequences between levels received both praise and criticism. the use of john williams'soundtrack from the star wars films was met with praise, though one reviewer believed that the music is overused in star wars video games. the sound effects were also lauded, and seen as providing a good atmosphere for the game, in particular the lightsaber sound and its implementation. the addition of a multiplayer mode to jedi knight was met positively, but questions arose to why
| 663 |
[
"and",
"shoe",
"##maker",
",",
"even",
"without",
"the",
"nemesis",
"system",
"the",
"combat",
"system",
"would",
"make",
"the",
"game",
"compelling",
".",
"although",
"matt",
"miller",
"of",
"game",
"inform",
"##er",
"found",
"the",
"game",
"'",
"s",
"focus",
"on",
"killing",
"made",
"it",
"repetitive",
",",
"failing",
"to",
"capture",
"the",
"charm",
"of",
"its",
"inspiration",
"##s",
"assassin",
"'",
"s",
"creed",
"and",
"batman",
":",
"ark",
"##ham",
",",
"kevin",
"van",
"##ord",
"of",
"games",
"##pot",
"called",
"shadow",
"of",
"mor",
"##dor",
"'",
"s",
"combat",
"an",
"improvement",
"of",
"the",
"assassin",
"'",
"s",
"creed",
"formula",
".",
"reception",
"of",
"the",
"game",
"'",
"s",
"storyline",
"was",
"mixed",
".",
"although",
"shoe",
"##maker",
"and",
"sl",
"##i",
"##win",
"##ski",
"praised",
"its",
"\"",
"dark",
"\"",
"tone",
",",
"shoe",
"##maker",
"found",
"some",
"story",
"elements",
"(",
"such",
"as",
"go",
"##llum",
"'",
"s",
"introduction",
")",
"forced",
"and",
"designed",
"to",
"appeal",
"to",
"a",
"particular"
] | 832,229 |
and shoemaker, even without the nemesis system the combat system would make the game compelling. although matt miller of game informer found the game's focus on killing made it repetitive, failing to capture the charm of its inspirations assassin's creed and batman : arkham, kevin vanord of gamespot called shadow of mordor's combat an improvement of the assassin's creed formula. reception of the game's storyline was mixed. although shoemaker and sliwinski praised its " dark " tone, shoemaker found some story elements ( such as gollum's introduction ) forced and designed to appeal to a particular
| 663 |
[
"for",
"gameplay",
".",
"conceptual",
"##izing",
"the",
"controls",
"for",
"the",
"controller",
"'",
"s",
"analog",
"sticks",
"was",
"the",
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"challenge",
"for",
"the",
"team",
",",
"and",
"the",
"controls",
"underwent",
"great",
"testing",
"prior",
"to",
"final",
"##ization",
".",
"the",
"game",
"'",
"s",
"music",
"was",
"composed",
"by",
"so",
"##ichi",
"ter",
"##ada",
".",
"after",
"a",
"game",
"director",
"listened",
"to",
"ter",
"##ada",
"'",
"s",
"track",
"\"",
"sumo",
"jungle",
"\"",
",",
"he",
"was",
"given",
"the",
"opportunity",
"to",
"compose",
"the",
"music",
"for",
"ape",
"escape",
".",
"the",
"music",
"changes",
"in",
"@",
"-",
"@",
"game",
"depending",
"on",
"the",
"situation",
"and",
"level",
";",
"for",
"example",
",",
"should",
"players",
"act",
"stealth",
"##ily",
",",
"the",
"music",
"alter",
"##s",
"slightly",
"to",
"give",
"a",
"mel",
"##low",
"atmosphere",
".",
"music",
"from",
"the",
"game",
"was",
"included",
"in",
"ape",
"escape",
"origin",
"##ape",
"soundtracks",
",",
"published",
"on",
"november",
"18"
] | 227,821 |
for gameplay. conceptualizing the controls for the controller's analog sticks was the greatest challenge for the team, and the controls underwent great testing prior to finalization. the game's music was composed by soichi terada. after a game director listened to terada's track " sumo jungle ", he was given the opportunity to compose the music for ape escape. the music changes in @ - @ game depending on the situation and level ; for example, should players act stealthily, the music alters slightly to give a mellow atmosphere. music from the game was included in ape escape originape soundtracks, published on november 18
| 663 |
[
"explores",
"the",
"game",
"world",
"by",
"either",
"using",
"the",
"st",
"##ylus",
"or",
"the",
"d",
"@",
"-",
"@",
"pad",
"to",
"select",
"the",
"actions",
"they",
"wish",
"to",
"engage",
"in",
":",
"examine",
",",
"move",
",",
"talk",
",",
"or",
"present",
".",
"the",
"player",
"converse",
"##s",
"with",
"non",
"@",
"-",
"@",
"player",
"characters",
"by",
"selecting",
"dialogue",
"and",
"can",
"move",
"around",
"the",
"game",
"world",
"by",
"selecting",
"the",
"locations",
"they",
"wish",
"to",
"travel",
"to",
".",
"information",
"gained",
"during",
"investigation",
"mode",
"can",
"be",
"used",
"during",
"the",
"trial",
"phase",
"of",
"the",
"game",
"and",
"items",
"picked",
"up",
"can",
"be",
"used",
"as",
"evidence",
".",
"the",
"player",
"cannot",
"progress",
"without",
"completing",
"certain",
"actions",
".",
"em",
"##a",
"skye",
",",
"a",
"character",
"from",
"the",
"ds",
"remake",
"of",
"the",
"original",
"phoenix",
"wright",
":",
"ace",
"attorney",
"game",
",",
"often",
"provides",
"the",
"player",
"with",
"opportunities",
"to"
] | 257,005 |
explores the game world by either using the stylus or the d @ - @ pad to select the actions they wish to engage in : examine, move, talk, or present. the player converses with non @ - @ player characters by selecting dialogue and can move around the game world by selecting the locations they wish to travel to. information gained during investigation mode can be used during the trial phase of the game and items picked up can be used as evidence. the player cannot progress without completing certain actions. ema skye, a character from the ds remake of the original phoenix wright : ace attorney game, often provides the player with opportunities to
| 663 |
[
"only",
"one",
"action",
",",
"summons",
"now",
"have",
"a",
"menu",
"of",
"their",
"own",
"and",
"are",
"capable",
"of",
"performing",
"solo",
"or",
"cooperative",
"actions",
"with",
"so",
"##ra",
".",
"these",
"actions",
"are",
"performed",
"by",
"pressing",
"the",
"triangle",
"button",
".",
"the",
"summon",
"ability",
"and",
"each",
"drive",
"form",
"are",
"leveled",
"up",
"separately",
"and",
"by",
"different",
"criteria",
";",
"obtaining",
"higher",
"levels",
"allows",
"for",
"extended",
"use",
"and",
"in",
"the",
"case",
"of",
"drive",
"forms",
",",
"access",
"to",
"new",
"abilities",
".",
"kingdom",
"hearts",
"ii",
"begins",
"one",
"year",
"after",
"the",
"events",
"of",
"kingdom",
"hearts",
"and",
"chain",
"of",
"memories",
".",
"the",
"game",
"'",
"s",
"setting",
"is",
"a",
"collection",
"of",
"various",
"levels",
"(",
"referred",
"to",
"in",
"@",
"-",
"@",
"game",
"as",
"\"",
"worlds",
"\"",
")",
"that",
"the",
"player",
"progresses",
"through",
".",
"as",
"in",
"the",
"first",
"game",
",",
"kingdom",
"hearts",
"ii",
"allows"
] | 467,211 |
only one action, summons now have a menu of their own and are capable of performing solo or cooperative actions with sora. these actions are performed by pressing the triangle button. the summon ability and each drive form are leveled up separately and by different criteria ; obtaining higher levels allows for extended use and in the case of drive forms, access to new abilities. kingdom hearts ii begins one year after the events of kingdom hearts and chain of memories. the game's setting is a collection of various levels ( referred to in @ - @ game as " worlds " ) that the player progresses through. as in the first game, kingdom hearts ii allows
| 663 |
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