In addition to inheriting the consistent style of physical combat in the gameplay, Ada also added two very interesting small mechanisms. One is the hook. When reaching some specific points, Ada can use the hook to quickly move from platform to platform. She can also use the hook to quickly approach the enemy from a long distance to perform AOE after attacking the enemy until it staggers. Flying kick. Some people may think that this is not just a simple platform movement and a melee interaction action?
In fact, it’s not that simple. You must know that many of the levels Ada walks through are the same paths Leon walked in this game. A simple hook will not only bring players a faster battle rhythm and more dramatic spider-like threads. In addition to the refreshing displacement, more importantly, it allows the character to climb to a high point, and this high point is set very cleverly. One is that even if the old road is taken anew and the old wine is put in a new bottle, Ada can use the hook to reach some high points that Lyon cannot reach, and start pushing the map again from an unexpected position with a new perspective, bringing a completely different freshness. Feeling experience. The second is to correspond to the plot, just like the meaning of the DLC itself, it is to reveal another line on the island, and it is also the starting and turning point to complete the story line. The high points reached by the hook are often independent of the Lyon route of the game. In addition to the extra areas, you can overlook some levels, or you can easily reach places that Leon had to go through a lot of trouble to reach in this game.
This kind of design gives players a sense of seeing the overall situation, both in terms of levels and plot, and this is also true. Whether it is an overlook during the game or an understanding of the overall situation in terms of script structure, it secretly supports Lyon. , what Hook Claw brings is not only an improvement in rhythm and changes in animation, but also an excellent and ingenious design that fits the characters and plot. In addition to the hook, Ada also has another small mechanism, which is its right eye that can track the movement of creatures. However, this eagle eye is not globally applicable in the game, and there is no such thing as chasing enemies with its eyes. mechanism. In the game, Hawkeye plays a more important role in guiding and interacting with the plot, as well as participating in some puzzle solving. The combat system in the dlc is based on the original work, coupled with the faster-paced combat experience and different level routes brought by the hook, supplemented by the interesting puzzle solving brought by the eagle eye, it completely ensures that the battle is still exciting and at the same time You will lose Ada’s unique features and fresh experience.
The game has different settings for the limb destruction capabilities of different firearms. Based on this, the monster's body parts are also subdivided. Hitting different parts with various firearms will have corresponding unique reactions. For example, hitting the head will easily cause stiffness, while kicking the legs will make it paralyzed and fall to the ground. In addition, different monsters sometimes wear helmets and shields, and the stiffness feedback after being hit is very large, so players need to Quickly judge the situation during the battle, and at the same time quickly hit the corresponding body parts of each monster in turn to complete seemingly non-existent combos.