1) The Pillars of the Earth follows the principles of a classic point-and-click adventure: the user controls one of three main characters as they travel across highly detailed backgrounds as the plot continues. The game is almost exclusively controlled by mouse. The player holds the left mouse button over objects or characters to bring up an interaction menu with "look", "talk", and "use" options. The player may hold the space bar to have the interactive portions of the world, such as objects, highlighted. This shows differently coloured indicators for objects, characters, and travel points. The game also features an inventory screen accessed by the right mouse button. Objects gathered from the world are stored in the character's backpack, which are then used in the world and/or combined with other items to solve puzzles and advance the story. In addition, the game includes minigames, where characters interact in real time with some element in their environment.
2) A Way Out is an action-adventure game played from a third-person perspective. It is specifically designed for split-screen cooperative multiplayer, which means that it must be played with another player through either local or online play. In the game, players control Leo and Vincent, two convicted prisoners who must break out of prison and stay on the run from authorities. As the story of both protagonists is told simultaneously, their progress may not be synchronized, which may result in one player being able to control their character, while another watching a cutscene. Players need to cooperate with each other in order to progress, and each situation can be approached differently, with both characters taking different roles. For instance, during a prison escape scene, one player needs to distract the guard, while another player needs to find a tool to aid their escape. These roles are not fixed, so Leo and Vincent can swap their roles in another playthrough. Players can interact with many non-playable characters, and there are dialogue options for players to choose.
Similar to the PlayStation 4 version of Far Cry 4, players will be able to join online sessions (hosted by the player's friends) whether or not the joining player owns the actual game.
3) Final Fantasy XV is an open world action role-playing game where players take control of main protagonist Noctis Lucis Caelum during his journey across the world of Eos. While accompanied by his three companions Gladiolus, Ignis and Prompto, Noctis is the only character directly controlled by the player: he can navigate through simple movement, jump over small obstacles, sprint for a limited time, and perform context-based actions such as taking cover behind objects. The kingdom of Lucis is a large connected landmass that can be explored on foot, by using the party's car "Regalia", or chocobos, recurring galliform birds in the Final Fantasy series. Both the Regalia and chosen Chocobos can be customised by the player, and Chocobos can join in battles if their connection to the characters is strong enough. While Chocobos are controlled manually, the Regalia can be either manually or automatically controlled. The party can also fast-travel to areas unlocked on the world map. The Regalia must be refueled periodically at petrol stations. In towns the party can visit, there are inns and hotels where they can stay, shops where items and equipment can be purchased with the in-game currency gil, and local tipsters, non-playable characters (NPCs) who provide information on quests, from main story missions to side quests. Side quests are also available from individual NPCs found in towns. During some story sequences, dialogue choices appear for Noctis, with the selected option altering the response from NPCs. The game also contains two difficulty modes, with players being able to switch between the two.
4) Kingdom Come: Deliverance is an action role-playing game set in an open world environment and played from a first-person perspective which utilizes a classless RPG system, allowing the player to customize their skills to take on roles such as a warrior, bard, thief or their hybrids. Abilities and stats grow depending on what the player does and says through branched dialogue trees. During conversations, the time a player takes to make a decision is limited and will have an effect on their relationships with others. Reputation is based on player choices and therefore can bring consequences.
Character bodies and faces are created through the combination of multiple, individual pieces with finishing touches. The clothing system features 16 item slots and items on many areas of the body that can be layered. For example, a heavily armored knight may on his upper body wear a gambeson, followed by mail and plate armour, with a tabard or surcoat over top, for a total of four clothing items in the chest slots. Each clothing type provides different levels of protection against different types of weapons. Clothing also gets progressively more worn, dirty, or bloody through use, affecting the character's appearance. The player is able to use a variety of weapons including swords, knives, axes, hammers or bows. Horses are featured heavily in the game, and are designed to act with their own AI while under the player's control, moving or jumping to avoid small obstacles or dangers. The player can also fight from horseback and use their steed to carry items if they need additional inventory space, but warhorses are also competent combatants with their own AI. Steeds come with five slots for armor and attachments.
Kingdom Come: Deliverance also features a needs system which requires the player to sleep and eat in order to stay healthy. Equipment and clothing also degrade and require repair. Foodstuffs and other perishable items will spoil over time. The game uses skill/stat-based mini-games for many of these tasks including weapon and armor repair, as well as for gathering new items by picking locks or pockets, distilling alcohol or creating medicines. The game uses long- and short-ranged weapons in combat which is based on a physics system using inverse kinematics to determine the reactions of both combatants based on the speed and weight of a blow. This system aims to add greater variety and realism to the combat, coupled with a variety of basic combat moves and combination moves, some of which can be unlocked by skill points. Different weapons have different characteristics making them useful for different purposes. For example, a sword is a quick weapon for striking and parrying, but is not very effective against heavy armor.
Quests are intended to be nonlinear, with multiple ways to complete objectives to allow multiple character types to be viable. The storyline features some large scale events such as castle sieges and large battles. Every non-player character (NPC) has their daily routine, and every routine can be affected by the player. Characters are able to react to all player actions and adjust their routines to them. NPCs will report crimes to authorities, who will punish the player accordingly, either with a fine, time in jail, or by subjecting them to the stocks or torture. Crime will affect economics and people will get suspicious or aggressive after unresolved crimes.
5) Fortnite Currently, the paid-for product Fortnite provides two distinct modes: access to Fortnite Battle Royale, and the cooperative player-versus-environment "Save the World", which is unique to the main Fortnite game.
The "Save the World" mode is described as a co-op sandbox survival game and is about exploration, scavenging items, crafting weapons, building fortified structures, and fighting waves of encroaching monsters. Tim Sweeney, Epic's founder, described the game as "Minecraft meets Left 4 Dead". The game cycles between managing one's resources at a safe home base, and then going out on missions to complete quests as to collect resources and obtain rewards to advance the game's story.
In the meta-game, the player has an inventory of weapon and trap schematics, hero characters, defender characters, and support characters, along with collected resources. Schematics are used to construct weapons and traps when on the field. Hero characters represent characters from one of four classes that the player can use while on a mission, as well as used to undertake resource-gathering missions making them unavailable to use until they return from the mission. Defender characters can be summoned to help with defense but only if there are less than four players on a mission. Support characters are used to form various non-playable squads that provide passive bonuses to the player's attack strength, building speed, armor, and health, with additional benefits if the player can match certain characterization attributes within a squad. The player can spend different types of experience points and resources earned as mission rewards, from loot boxes (represented as llama pinatas), or other sources to level up and evolve schematics and characters. For weapons and traps, this generally boosts their effectiveness as well as unlocking additional attribute bonuses, while leveling up hero characters will unlock special skills the character has while in the field. Schematics and characters are generally assigned a rarity, which determines how much they can be leveled and evolved. A player's inventory of schematics and characters is limited, but players can opt to slot anyone they do not need into a collection book to gain rewards when certain collection sets are completed; use one or more of these schematics or characters to transform them into a new random item, or simply retire them to gain back experience points and other resources to free up the inventory slots.
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