, The token is a Zombie in addition to its other. Initially, the levels were definitely visually enthralling, but the level designs are too frequently repeated, so, unfortunately, the effect didn't maintain itself throughout the game. It doesnt copy any information about the object the card was before it was put into your graveyard. The backgrounds were both simple and aesthetically pleasing, and I enjoyed stuff like the billowing clouds that drifted over distant peaks or riding through a lighting storm as I ripped through countless opponents. Best of all were the backgrounds and ship designs in combat. The rooms in the ark or where the plot progresses were well crafted and detailed: one such scene was a dingy bar lit with dusky lights and sultry guests that reminded me of other sci-fi movies and games I had played/watched. I found Drifting Land's hand-drawn graphics to be both beautiful and stand out amongst other games. I admire the ambition and breadth of the game, but I never felt addicted to the combat outside of rare instances that were mostly ephemeral. There is a lot that is done well with the gameplay, but there are definitely some glaring weaknesses that detract from the game's full potential. Rarity above common gives a boost to each non-zero stat by +3, +6, and +9 respectively. Rarity Every gear may either have Common, Rare, Epic or Legendary rarity. The Lucky Pumpkin augment loots a chest a second time, increasing the chances for obtaining a ring. There are points of crushing difficulty, but I found that the ability to heal and just let enemies fly off the screen took me out of the pilot's seat on many occasions. Rings are acquired from chests and from creation machine (Roehn and Perceval) with a 1:20 odds. I often found that I could easily just avoid enemy encounters if I had to, and I could survive, whereas I wanted the combat to feel more immediate. Lasers/high frequnecys dont seem that good, simply not enough damage. Gatlings are probably the worse, the spread and the concentration to use them is too much. ![]() I find the tridents are pretty good, they have high damage, they shoot straight, constant, and have a minor 'spread effect' to them. The bombastic explosions and relief of overcoming a foe are often diminished in Drifting Lands, though I did really enjoy the frantic moments where I had to use my abilities in a chain to survive the onslaught. No previous dicussion about best weapon types. The guns are underwhelming, and you usually need to lock onto an enemy and hold for a few seconds before it blows up. In fact, he slaughtered quite a few when he was known as the Decepticon Deadlock. The controls work well, and I really enjoyed tinkering with new parts and abilities in combat, but after playing through a few missions, and having to grind a little bit to improve my ship, I began to feel disinterested in the game, and I was playing the game more for how I could alter my ship between skirmishes rather than the combat, which is the meat of the gameplay.
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