wtorek, 9 lutego 2016

Ōkami

Ōkami is an action-adventure video game developed by Clover Studio and published by Capcom. It was released for Sony Computer Entertainment's PlayStation 2 video game console in 2006 in Japan and North America, and in 2007 in Europe and Australia. Despite the closure of Clover Studio a few months after the game's initial release, a version for Nintendo's Wii console was developed and produced by Ready at Dawn, Tose and Capcom, which was released in North America in April 2008, in Europe in June 2008, and in Japan in October 2009.

Set sometime in classical Japanese history, the game combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles.

Ōkami was one of the last PlayStation 2 games selected for release prior to the release of the PlayStation 3. Although it suffered from poor sales, the game received critical acclaim, earning the title of IGN's 2006 Game of the Year. The Wii version has earned similar praise, though the motion control scheme has received mixed reviews.
The game has the player controlling the main character, Amaterasu, in a woodcut, watercolor style, cel-shaded environment, which looks like an animated Japanese ink-illustration (known as ink wash painting, sumi-e) with other styles of art. The gameplay style is a mix of action, platform, and puzzle gaming genres, and has been noted by many reviewers to have numerous similarities in overall gameplay style to The Legend of Zelda series, an inspiration that director Hideki Kamiya, a self-proclaimed Zelda-fan, has admitted has influenced his general game design. The main story is primarily linear, directed through by Amaterasu's guide Issun, though numerous side quests and optional activities allow for players to explore the game world and take the story at their own pace. By completing quests, side quests and small additional activities (such as making trees bloom into life or feeding wild animals), Amaterasu earns Praise, which can then be spent to increase various statistics of the character, such as the amount of health and number of ink wells for Celestial Brush techniques.

Combat is staged in a ghostly virtual arena, and Amaterasu can fight enemies using a combination of weapons, fighting techniques and Brush methods to dispatch the foes. At the end of combat, money (as yen) is rewarded to Amaterasu, with bonuses for completing a battle quickly and without taking damage. The money can be spent on numerous items from merchants across the land, including healing goods, better weapons, tools and key items for completing quests. The money can also be used to buy new combat techniques at dojos throughout the land.
Additionally, rare Demon Fangs can be earned through combat which can be traded for additional, unique items that are beneficial in gameplay but not required to complete the game. Weapons inspired by the Imperial Regalia of Japan (the Reflector, the Rosaries and the Glaive) can be equipped on Amaterasu as either main or sub-weapons (one each), and used in addition to other melee attacks that the player can have Amaterasu learn through the course of the game.

Celestial Brush

Unique to Ōkami is the Celestial Brush. Players can bring the game to a pause and call up a canvas, where the player can draw onto the screen, either using the left analog stick on the DualShock controller, or pointing with the Wii Remote or PlayStation Move controller in subsequent remakes. This feature is used in combat, puzzles and as general gameplay. For example, the player can create strong wind by drawing a loop, cut enemies by drawing a line through them or fix bridges by painting on the broken one, amongst many other abilities. These techniques are learned through the course of the game by completing constellations to release the Celestial Brush gods (inspired by the Chinese zodiac) from their hiding spots. It is also possible to upgrade or modify certain Brush powers later in the game; for example, the Celestial Brush power "Inferno" can gain a new power called "Fireburst", which has a different drawing pattern, and allows players to create flames without relying on torches or other related items. The player's ink for drawing is limited by the amount available in special ink wells, preventing the player from solely using Brush techniques to defeat enemies; ink is restored in the wells over time when the Brush is not used.

Kingdom Hearts

Kingdom Hearts is an action role-playing game developed and published by Square (now Square Enix) in 2002 for the PlayStation 2 video game console. It's the first game in the Kingdom Hearts series, and is the result of a collaboration between Squaresoft and The Walt Disney Company. The game combines characters and settings from Disney animated features with those from Square's Final Fantasy series. The story follows a young boy, Sora, as he is thrown into an epic battle against the forces of darkness. He is joined by Donald Duck, Goofy, and other classic Disney characters who help him on his quest.

The game was a departure from Square's standard role-playing games, introducing a substantial action-adventure element to the gameplay. Kingdom Hearts has an all-star voice cast and includes many of the Disney characters' official voice actors. It was longtime Square character designer Tetsuya Nomura's first time in a directorial position.
Kingdom Hearts was praised for its unusual combination of action and role-playing, as well as its unexpectedly harmonious mix of Square and Disney elements. It was a dominating presence in the 2002 holiday season, receiving numerous year-end "Best" video game awards, and went on to achieve Sony "Greatest Hits" status. Since its release, the Kingdom Hearts series has sold over 20 million copies worldwide, and the first game prompted numerous sequels. Kingdom Hearts is currently the tenth best-selling PlayStation 2 game of all time and the most commercially successful entry in the series to date.

Kingdom Hearts is influenced by its parent franchise, Final Fantasy, and carries gameplay elements over into its own action-based, hack and slash system. The main battle party consists of three characters: Sora, Goofy, and Donald Duck. Sora is directly controlled by the player from a third person camera angle. All other party members are computer-controlled, though the player can customize their behavior to an extent through the pause menu. Donald and Goofy comprise the party in most areas but nearly every level features a character who may replace them. For instance, Jack Skellington can join the player's party in Halloween Town, but cannot accompany the player elsewhere. In some worlds, the party changes its appearance, has abilities unique to that world, or both; the party can fly in Neverland, acquire aquatic forms in Atlantica, which enable them to survive underwater, and gain Halloween costumes in Halloween Town to blend in with the locals.
Like traditional role-playing games, Kingdom Hearts features an experience point system that determines character development. As enemies are defeated, the player characters gain experience and grow stronger, gaining access to new abilities. Unlike other games of its type, Kingdom Hearts allows a degree of character development customization through a short tutorial found at the beginning of the game. The tutorial allows the player to select from one of three main attributes―strength, defense, or magic―for Sora to excel in and one to lack in. By choosing certain options, the player may manipulate how Sora learns abilities, grows statistically, and gains levels. Donald, Goofy, and any other additional party members are assigned specific areas of strength from the outset. Donald excels in magic, while Goofy excels in defense and special attacks.

The game progresses linearly from one story event to the next, usually presented as a cutscene, though there are numerous side quests available that provide benefits to the characters. Players may also choose the order in which they tackle some areas. Most of the gameplay occurs on interconnected field maps where battles take place. 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 with the environment or performing special attacks. This menu is manipulated by using the right analog stick or digital pad, while movement is controlled by the left analog stick, allowing the player to navigate the menu while avoiding or approaching enemies.
Sora, along with his allies, both possess a HP meter and an MP meter, which increases as they gain experience and level up. The MP meter is divided into various sections that are used up whenever that character performs magic, with more powerful magic using more MP. MP can be replenished by performing melee attacks or using items such as ether. The HP meter determines the character's health, reducing whenever a character takes damage, although it can be replenished by using potions or healing spells. If one of Sora's allies run out of health, they will be knocked out for a while until someone heals them. However, if Sora loses all of his health, the game ends and the player must resume play from the beginning of an area or boss. Defeating enemies causes various orbs to fall; green orbs which replenish health, blue orbs which restore MP and yellow orbs which represent Munny, the game's currency, which can be used to purchase new items.

Gummi Ship

The Gummi Ship is the mode of travel between the various worlds in Kingdom Hearts. The gameplay for piloting the vessel is very different from the rest of the game as it switches to a rail shooter format. The player controls the Gummi Ship from a rear third-person perspective as it travels in an outer space setting. While traveling, the player must avoid obstacles and defend against enemy ships that attempt to destroy the player's vessel by firing missiles or ramming it. Surviving the route allows access to the next world. At the beginning of the game, there are few options available to customize the vessel, but as the game progresses, new weapons, engines, and armor become available. Different pre-designed blueprints can be found throughout the game that can be used to quickly construct Gummi Ships. Geppetto also gives the player different Gummi Ship designs based on the number of Heartless defeated.

The Legend of Zelda: Majora's Mask

The Legend of Zelda: Majora's Mask is an action-adventure video game developed and published by Nintendo for the Nintendo 64. It was released in Japan on April 27, 2000, in North America on October 26, 2000, and in Europe on November 17, 2000. Approximately 314,000 copies of the game were sold during its first week in Japan, and three million copies were sold worldwide. The game was rereleased for the Nintendo GameCube as part of The Legend of Zelda: Collector's Edition in 2003, and the Wii's Virtual Console service in 2009.An enhanced remake for the Nintendo 3DS, titled The Legend of Zelda: Majora's Mask 3D, was released in February 2015.
Majora's Mask is the sixth main installment in The Legend of Zelda series and the second using 3D graphics, the first being the game's predecessor, The Legend of Zelda: Ocarina of Time. Considered by critics to be "darker" among the Zelda games franchise, Majora's Mask is set in Termina, an alternate version of the usual series setting of Hyrule, where the Skull Kid has stolen Majora's Mask, a powerful ancient artifact. Under its influence, the Skull Kid causes the land's moon to slowly fall towards Termina, where it crashes after three days. The protagonist Link repeatedly travels back in time to the beginning of the three days to find a way to stop the moon from destroying the world.

The gameplay is centered on the perpetually repeating three-day cycle and the use of various masks, some of which allow Link to transform into different beings. Link learns to play several melodies on his ocarina, which have a variety of effects like controlling the flow of time or opening passages to four temples, which house challenges Link must overcome. Unlike Ocarina of TimeMajora's Mask requires the Expansion Pak, which provides additional memory for enhanced graphics and more on-screen characters. Majora's Mask was acclaimed by critics, who praised the graphics and complex story.
The gameplay of Majora's Mask expands on that of Ocarina of Time; it retains the concept of dungeon puzzles and ocarina songs, and introduces character transformations and a three-day cycle. As in previous installments, Link can perform basic actions such as walking, running and limited jumping, and must use items to battle enemies and solve puzzles. Link's main weapon is the sword, which can be upgraded throughout the game. Other weapons and items are available—Link can block or reflect attacks with a shield, stun enemies by throwing Deku Nuts, attack from a distance with a bow and arrows, destroy obstacles and damage enemies with bombs. He can also latch onto objects or paralyze enemies with the Hookshot. Magic power allows attacks such as magical arrows or spin attacks, and the use of special items.



Masks and transformations

While the masks in Ocarina of Time are limited to an optional side-quest, they play a central role in Majora's Mask, which has twenty-four masks in total.Link can transform at will into different creatures: the Deku Mask transforms Link into a Deku Scrub, the Goron Mask into a Goron, and the Zora Mask into a Zora. Each form features unique abilities: Deku Link can perform a spin attack, shoot bubbles from his mouth, skip on water, and fly for a short time by launching from Deku Flowers; Goron Link can roll at high speeds (and grow spikes at higher speeds), punch with deadly force, stomp the ground with his massive, rock-like body, walk in lava without taking damage, and weigh down heavy switches; Zora Link can swim rapidly, throw boomerang-like fins from his arms, generate a force field, and walk on the bottoms of bodies of water. Many areas can be accessed only by use of these abilities.

Link and his three transformations receive different reactions from non-player characters. For instance, the Goron and Zora are allowed to exit Clock Town at will, whereas the Deku Scrub is not permitted to leave by reason of his childlike resemblance. Animals also interact differently with the four forms of Link. For example, Link's normal form receives an indifferent response from dogs, Deku Link is attacked by them, Goron Link frightens them, and Zora Link makes them chase him happily.

The final mask to be gained in the game is the Fierce Deity's Mask. Although the use of this mask is strictly limited to boss battles only, it is possible to wear it anywhere using a glitch. Upon donning this mask, Link grows to nearly two-and-a-half times his normal height. His clothes turn white and his face appears with a type of war paint on it. The sword that Fierce Deity Link carries is a helix shape that uses magic power to blast fire at enemies.
Other masks provide situational benefits. For example, the Great Fairy's Mask helps retrieve stray fairies scattered throughout the four temples, the Bunny Hood allows Link to run faster, and the Stone Mask renders Link invisible to most non-playable characters and enemies. Less valuable masks are usually involved only in optional side-quests or specialized situations. Examples include the Postman's Hat, which grants Link access to items in mailboxes, and Kafei's Mask, which initiates a long side-quest to receive the Couple's Mask.

Three-day cycle and songs

Majora's Mask imposes a time limit of three days (72 hours) game-time, which is about 54 minutes in real time. An on-screen clock tracks the day and time. Link can return to 6:00 am on the first day by playing the "Song of Time" on the Ocarina of Time. If he does not before the 72 hours expire, then the moon will destroy Clock Town, including all the surrounding regions of Termina and Link will lose everything he accomplished. A real-time countdown will begin when only 6 hours remain. However, returning to the first day saves the player's progress and major accomplishments permanently, such as the acquisition of maps, masks, songs, and weapons. Cleared puzzles, keys, and minor items will be lost, as well as any rupees not in the bank, and almost all characters will have no recollection of meeting Link. Link can slow down time or warp to the next morning or evening by playing two variations of the Song of Time. Owl statues scattered across certain major areas of the world allow the player to temporarily save their progress once they have been activated, and also provide warp points to quickly move around the world.


Other uses for songs include manipulating the weather, teleporting between owl statues spread throughout Termina, and unlocking the four temples. Each transformation mask uses a different instrument: Deku Link plays a multi-horn instrument called the "Deku Pipes", Goron Link plays a set of bongo drums tied around his waist, and Zora Link plays a guitar made from a large fish skeleton. Jackson Guitars created a limited edition 7-string replica of this guitar that was the grand prize in a contest in Nintendo Power, known as the "Jackson Zoraxe". The game reuses three of Ocarina of Time's ocarina songs: the "Song of Time"; the "Song of Storms", for aforementioned weather manipulation; and "Epona's Song", which again summons Link's horse.
During the three-day cycle, many non-player characters follow fixed schedules that Link can track using the Bomber's Notebook. The notebook tracks the twenty characters in need of help, such as a soldier to whom Link delivers medicine, and an engaged couple whom Link reunites. Blue bars on the notebook's timeline indicate when characters are available for interaction, and icons indicate that Link has received items, such as masks, from the characters.




Metal Gear Solid 3: Snake Eater

Metal Gear Solid 3: Snake Eater is an action-adventure stealth video game directed by Hideo Kojima. Snake Eater was developed by Konami Computer Entertainment Japan and published by Konami for the PlayStation 2, and was released on November 17, 2004, in North America; December 16, 2004, in Japan; and in March 2005 in Europe and Australia. The game, which serves as a prequel to the entire Metal Gear series, was followed by four direct sequels titled Metal Gear Solid: Portable OpsMetal Gear Solid: Peace WalkerMetal Gear Solid V: Ground Zeroes, and Metal Gear Solid V: The Phantom Pain.

Set in the Cold War-era Soviet Union in 1964, the story centers on FOX operative Naked Snake as he attempts to rescue a weapons designer, sabotage an experimental superweapon, and assassinate his defected former boss. While previous games were set in a primarily urban environment, Snake Eater adopts a 1960s Soviet jungle setting, with the high tech, near-future trappings of previous Metal Gear Solid games being replaced with the wilderness. While the setting has changed, the game's focus remains on stealth and infiltration, while retaining the series' self-referential, fourth wall-breaking sense of humor. The story of Snake Eater is told through numerous cutscenes and radio conversations.
Metal Gear Solid 3: Snake Eater was critically acclaimed, and sold 3.6 million copies worldwide by August 2005. It is now widely considered to be one of the greatest video games of all time.
The gameplay of Snake Eater is similar to that of previous games in the Metal Gear Solid series. Snake, controlled by the player, must move undetected through a hostile, enemy-filled environment. Although Snake acquires various weapons (ranging from handguns to rocket propelled grenades), the emphasis is on using stealth to avoid confrontations. A number of objects and gadgets can be found along the way to aid in this, including motion detectors to track hostile soldiers, and the Metal Gear series' trademark cardboard box, which Snake can hide under to avoid visual detection.
Despite the fundamental similarities, Snake Eater introduces many new aspects of gameplay not present in previous Metal Gear games, including camouflage, a new hand-to-hand combat system called "close quarters combat" or "CQC", a stamina gauge, and an injury-and-treatment system.
Approximately two-thirds of the game is set outdoors in a Soviet Union rainforest, and using this varied environment to its fullest potential is often the key to success. Of the new features, particular emphasis is placed on camouflage and using the jungle environment itself (for example, climbing trees or hiding in tall grass) to avoid being seen by the enemy. The advanced radar from previous games has been removed in favor of a simple motion detector and sonar system more suitable for the game's time period.

A percentage value called the "camouflage index" gauges Snake's exposure, on a scale from negative values (highly visible and attracting attention) up to 100% (completely invisible to the enemy). In order to minimize visibility, the player must switch between different camouflage uniforms and face paints to blend in with the environment; for example, wearing a bark-patterned uniform while leaning against a tree, or wearing striped face paint while hiding in tall grass. Other devices for camouflage, such as a fake gavial head to decrease chances of being detected in water, are also available.
The basic close combat from previous installments has been heavily refined and expanded into the CQC system. When unarmed or using a one-handed weapon, Snake can grab opponents and put them in a chokehold, at which point a variety of actions can be performed, such as choking the enemy unconscious, slitting the enemy's throat, or interrogating them at knifepoint to obtain information. The context, pressure applied to the button, and movement of the analog stick determine the action performed.

While previous games used only a simple life bar, Snake Eater also keeps track of injuries over the entire body. For example, a long fall could fracture Snake's leg, slowing him down until the injury is properly treated with asplint and bandage. Unless these injuries are treated, Snake will not be able to fully recover his health for some time.
The location brings in the need to rely upon native flora and fauna to survive. This is manifested in a stamina gauge, which constantly depletes during gameplay. Failure to restore the gauge by eating has detrimental effects on gameplay, such as decreasing Snake's ability to aim his weapon and being heard by the enemy due to Snake's loud stomach grumbles. Food can be stored in the backpack until it is needed. However, some types of food rot over time, and consuming rotten foods may result in Snake developing a stomach ache, causing the stamina gauge to deplete faster.
The PlayStation 2 versions of Snake Eater include a minigame called Snake vs. Monkey, in which Snake has to catch Ape Escape-style monkeys. In addition to containing tongue-in-cheek humor, bonus items usable in the main game can be unlocked by progressing through various stages.

The Last of Us

The Last of Us is an action-adventure survival horror video game developed by Naughty Dog and published by Sony Computer Entertainment. It was released for the PlayStation 3 on June 14, 2013. An updated version,The Last of Us Remastered, was released for the PlayStation 4 on July 29, 2014. Players control Joel, a man tasked with escorting a young girl named Ellie across a post-apocalyptic United States.

The Last of Us is played from a third-person perspective; players use firearms and improvised weapons, and can use stealth to defend against hostile humans and cannibalistic creatures infected by a mutated strain of the Cordyceps fungus. "Listen mode" allows players to locate enemies through a heightened sense of hearing and spatial awareness. Players can also upgrade weapons using items scavenged from the environment. In the game's online multiplayer, up to eight players engage in co-operative and competitive gameplay in recreations of single-player settings.

Development of The Last of Us began in 2009, soon after the release of Naughty Dog's previous game, Uncharted 2: Among Thieves. The relationship between Joel and Ellie was the central focus of the game, with all other elements developed around it. The team chose Troy Baker and Ashley Johnson to portray Joel and Ellie respectively, who provided voice and motion capture for the roles. Both actors assisted creative director Neil Druckmann with the development of the characters and story. The original score was composed and performed by Gustavo Santaolalla.

Following its announcement in December 2011, The Last of Us was widely anticipated. It was acclaimed by many reviewers, with praise particularly directed at its characterization, subtext, exploration of the human condition, and depiction of female characters. The Last of Us became one of the best-selling PlayStation 3 games, selling over 1.3 million units in its first week, and over eight million units within fourteen months. Considered to be one of the greatest video games of all time, it won year-end accolades, including multiple Game of the Year awards from several gaming publications, critics, and game award shows, making it one of the most awarded games in history. After the game's release, Naughty Dog released several downloadable content additions; The Last of Us: Left Behind added a new single-player campaign, taking place both before and during the main story, featuring Ellie and her friend Riley.
The Last of Us is an action-adventure survival horror game that is viewed from a third-person perspective. Players traverse post-apocalyptic environments, moving through locations such as towns, buildings, and sewers to advance through the game's story. Players use firearms, improvised weapons, and stealth to defend against hostile humans and cannibalistic creatures infected by a mutated strain of the Cordyceps fungus. For most of the game, players control Joel—a man tasked with escorting the young Ellie across the United States; Ellie and other companions are controlled by the artificial intelligence. Players also control Ellie throughout the game's winter segment.

In combat, players can use long-ranged weapons, such as rifles, shotguns, and bows, and short-barreled guns, such as pistols and revolvers; players can scavenge limited-use melee weapons, such as pipes and baseball bats. Bottles and bricks can be thrown to distract, stun, or attack enemies. The game features a crafting system, allowing players to upgrade weapons at workbenches using collected items. Equipment such as health kits and Molotov cocktails can be found or crafted using collected items. Physical abilities, such as the health meter and crafting speed, can be upgraded by collecting pills and medicinal plants. Should players take damage, their health meter can be recharged through the use of health kits.

Though players can attack enemies directly, they have the option to use stealth tactics to attack undetected or sneak by them. Stealth combat utilizes a gameplay mechanic called "Listen Mode", which allows players to effectively locate enemies through a heightened sense of hearing and spatial awareness. When using Listen Mode, an outline of the enemies becomes visible to players, allowing them to view enemies in different locations. A dynamic cover system is present, in which players crouch behind obstacles to gain a tactical advantage during combat. The game features periods without combat, often involving conversation between the characters. Players solve simple puzzles, such as using floating pallets to move Ellie, who is unable to swim, across bodies of water, and using ladders or dumpsters to reach higher areas. Story collectibles, such as notes, maps and comics, can be scavenged and viewed in the backpack menu.
The game features an artificial intelligence system in which hostile human enemies react to any combat situation they are placed in. If enemies discover the player, they may take cover or call for assistance, and can take advantage of players when they are distracted, out of ammunition, or in the midst of a fight. Players' companions, such as Ellie, can assist in combat by throwing objects at threats to stun them, announcing the location of unseen enemies, or using a knife and pistol to attack enemies.


Sly 2: Band of Thieves

Sly 2: Band of Thieves is a 2004 platform stealth video game developed by Sucker Punch and published by Sony Computer Entertainment. It was released in 2004 for the PlayStation 2. This title is a sequel to the game Sly Cooper and the Thievius Raccoonus and part of the Sly Cooper video game series.
The sequel has a variety of changes, particularly in level design. The ultimate goal is to acquire Clockwerk parts, one or more of which can be found per "world". Sly 2 features a health meter for characters such as Sly,Bentley and Murray, replacing the "charm system" of the first game. It also takes several attacks to defeat local guards. Other changes include missions where the player controls not only Sly, but also Bentley or Murray, who have their own unique skills and are able to do much more than in the previous game. However, Sly remains the main character despite these changes to character roles. Skills can be unlocked by opening safes in each world, as the previous game allowed (collecting clue bottles), but skills may also be acquired by collecting coins and purchasing them from safehouses via Thiefnet.

Sly 2: Band of Thieves brings several new gameplay elements into the fold. In addition to Sly, the player can play as Bentley and Murray. Bentley follows a more cloak and dagger approach to stealth. He can't climb poles or jump very far, but he is equipped with a sleep-dart crossbow and countdown bombs to defeat enemies or sabotage enemy equipment. Bentley can use his computer skills to hack villains' computers, bringing the player to a top-down shooter-like mini-game. Murray is much more direct. His brute strength allows him to take on groups of strong enemies by himself with powerful hooks and upper cuts. He can pick up objects and enemies to throw and his "thunder flop" attack can stun and destroy enemies. His strength allows him to help the gang with heavy-duty tasks.
Each character now has a health bar and a special bar. Health is diminished every time the character is attacked or hits a hazard. If it is depleted entirely, the player must restart any current mission and respawn at another location. The orange special bar depletes whenever a character uses some gadget moves. If the special bar hits zero, gadget moves can not be used. Some gadgets are required in order to complete certain missions. Both bars (health and special) can be refilled by finding red "health" icons.
Missions are now connected to a main hub of the location Sly and the Gang are operating. A safehouse located in the hub is where the player can choose which character to use and get away from pursuing guards. The hub can range from a city to a lumber camp in the wilderness. Enemies patrol around this area, although it's usually a secluded spot. Characters can explore the hub world freely or begin a mission at certain locations.
Another new feature is pickpocketing. When Sly sneaks up behind an enemy, he can reach out with his cane and grab coins out of the enemy's pocket. The coins come in clusters. If there is an aura around an enemy's pocket, it is carrying a valuable item (e.g. ruby, diamond, gold watch). Once Sly gets all of their coins, he can grab the enemy's item and sell it later back at the safehouse.
Most powerups and extra moves are now bought from the safehouse instead of found in safes. Using collected coins, Sly can buy powerups for each character from an in-game online store, Thiefnet. Sly's powerups focus on stealth, Murray's powerups on brawn, and Bentley's powerups on technology. Most powerups need to be assigned to a button, but some provide automatic bonuses. Items stolen from guards can be sold for coins in the safehouse to help fund upgrades. Characters can unlock special upgrades by opening safes. To open a safe, the characters must determine the code to unlock it by collecting clues hidden in the hub world. Certain very valuable items can be found in the world and can be stolen and then sold at the safehouse for a large amount of money; these valuables range from portraits to vases.
The game also makes use of the PlayStation 2's optional USB microphone allowing the player to use the sound of their voice to distract and attract in-game enemies. This in turn adds a new twist to the stealth elements, as the player has to refrain from noises such as talking or coughing to avoid creating in-game noise.


Shin Megami Tensei: Persona 4

Shin Megami Tensei: Persona 4 is a role-playing video game developed and published by Atlus for Sony's PlayStation 2, and chronologically the fifth installment in the Persona series, itself a part of the larger Megami Tensei franchise. Persona 4 was released in Japan in July 2008, North America in December 2008, and Europe in March 2009, and was later re-released on the PlayStation Network in April 2014. An enhanced remake for the PlayStation Vita, Persona 4 Golden, was released in Japan in July 2012, North America in November 2012, and in Europe in February 2013.


Persona 4 takes place in a fictional Japanese countryside and is indirectly related to earlier Persona games. The player-named main protagonist is a high-school student who moved into the countryside from the city for a year. During his year-long stay, he becomes involved in investigating mysterious murders while harnessing the power of summoning Persona. The game features a weather forecast system with events happening on foggy days to replace the moon phase system implemented in the previous games.
The plot of Persona 4 was inspired by the work of mystery novelists owing to its murder mystery premise. The rural setting was based on a town on the outskirts of Mount Fuji and intended as a "'nowhere' place" and is the central setting to have players sympathize with the daily life of the characters. The developers added many in-game events to prevent the game from becoming stale. During the localization, numerous alterations to names and cultural references were made to preserve the effect through translation, but some Japanese cultural references were altered or removed.

Persona 4 blends traditional RPG gameplay with simulation elements. The player controls the game's protagonist, a teenage boy who is named by the player, who comes to the town of Inaba for a year. Gameplay is divided between the real world of Inaba, where the protagonist carries out his daily life, and the mysterious "TV World", where various dungeons filled with monsters known as Shadows await. With the exception of scripted events, such as plot progression or special events, players can choose to spend their day how they like, be it participating in various real world activities, such as joining school clubs, taking part-time jobs, or reading books, or exploring the TV World's dungeons to gain experience and items. Days are broken up into various times of day, the most reoccurring being "After School/Daytime" and "Evening", with most activities causing time to move on. Certain activities are limited depending on the time of day, days of the week, and the weather, with most evening activities unavailable if the player visits the TV World that day.
Furthermore, some activities and dialogue choices may be limited by the protagonist's five attributes; Understanding, Diligence, Courage, Knowledge, and Expression, which can be increased by performing certain activities that build them. Whilst the player is free to choose how to spend their time, if they fail to rescue someone who is trapped in the TV World by the time fog appears in town, which takes place after several days of consecutive rain, the game will end, forcing the player to return to a week prior. As the game progresses, the protagonist forms friendships with other characters known as "Social Links", which are each represented by one of the Major Arcana. As these bonds strengthen, the Social Links increase in Rank, which grant bonuses when creating new Personas in the Velvet Room. Additionally, strengthening Social Links with the main party members grant them additional abilities, such as the ability to perform a follow-up attack or an additional ability for their Persona.

Personas

The main focus of the game revolves around Personas, avatars projected from one's inner self that resemble mythological figures and represent the façades worn by individuals to face life's hardships. Each Persona possesses its own skills, as well as strengths and weaknesses to certain attributes. As Personas gain experience from battle and level up, that Persona can learn new skills, which include offensive or support abilities used in battle, or passive skills that grant the character benefits. Each Persona can carry up to eight skills at a time, with older skills needing to be forgotten in order to learn new ones. Whilst each of the main party members have their own unique Persona, which transforms into a stronger form after maxing out their Social Link, the protagonist has the "Wild Card" ability to wield multiple Personas, which he can switch between during battle to access different movesets. The player can earn new Personas from Shuffle Time, with the protagonist able to carry more Personas as he levels up. Outside of the dungeons, the player can visit the Velvet Room, where players can create new Personas, or summon previously acquired Personas for a fee. New Personas are created by fusing two or more monsters to create a new one, which receives some of the skills passed down from its material monsters. The level of Personas that can be created are limited by the protagonist's current level. If the player has built up a Social Link relating to a particular Arcana, then a Persona relating to that Arcana will receive a bonus upon creation.

Combat

Inside the TV World, the player assembles a party, consisting of the protagonist and up to three other characters, to explore randomly generated dungeons, each tailored around a victim who had been kidnapped. On each floor of a dungeon, the player may find roaming Shadows, as well as treasure chests containing items and equipment. Players progress through the dungeon by finding the stairs somewhere on each floor to progress to the next, eventually reaching the final floor where a boss enemy awaits. The player enters battle upon coming into contact with a Shadow. The player can gain an advantage by attacking the Shadow from behind, whilst being attacked from behind themselves will give the enemy an advantage. Similar to the Press Turn system used in other Shin Megami Tensei games, battles are turn-based with characters fighting enemies using their equipped weapons, items, or the special skills of their Personas. Aside from the protagonist, who is controlled directly, the other characters can either be given direct commands or be assigned 'Tactics' which alter their battle AI. If the protagonist loses all of his HP, the game ends, returning players to the title screen.

Offensive abilities carry several attributes, including Physical, Fire, Ice, Wind, Electricity, Light, Dark and Almighty. As well as various enemies carrying different attributes, player characters may also have strengths or weaknesses against certain attacks depending on their Persona or equipment. By exploiting an enemy's weakness or performing a critical attack, the player can knock them over, granting the attacking character an additional move, whilst the enemy may also be granted an additional move if they target a player character's weakness. If the player knocks all of the enemies down, they may be granted the opportunity to perform an "All-Out Attack", in which all the players rush the downed enemies to inflict heavy damage. Following a battle, players gain experience points, money, and items from their battle. Sometimes after a battle, the player may participate in a mini-game known as "Shuffle Time", which can grant player various bonuses or new Personas.