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Medical Device Contract Manufacturing Market Size, Analysis and Forecast 2031

Posted by Prajakta on April 26, 2024 at 8:54am 0 Comments

The Medical Device Contract Manufacturing Market in 2023 is US$ 79.05 billion, and is expected to reach US$ 182.43 billion by 2031 at a CAGR of 11.02%.

FutureWise Research published a report that analyzes Medical Device Contract Manufacturing Market trends to predict the market's growth. The report begins with a description of the business environment and explains the… Continue

Analysis of the Game Components of Kingdom Hearts: Chain of Memories

Kingdom Hearts Chain of Memories is a third-person action role-playing game made by Square Enix in 2004 for the GameBoy Advance handheld console informative post. Its core mechanics are similar to previous game on the PlayStation 2, but it's the unique supporting mechanics that sets this game differently from the last prequels.

Kingdom Hearts Chain of Memories' core mechanic is actually a Hack 'n Slash system. Players just fight and win to progress. It's the games' supporting mechanics that enhances and expands its core mechanics. Apart from being truly a role-playing and hack 'n slash game, Kingdom Heart COM is also a treasured card game that has a really big role during gameplay and it's something used well and effectively. The game may also be categorized in character improvement because of its mechanics.

During battles, card based attacking system are chosen executed in REAL TIME as the ball player moves, jumps and dodge around in the battle screen. The ball player is required to scroll through and select various 'attack', 'magic' and 'summoning' cards battle with enemies as the ball player moves going to aim or dodge. Once the cards go out, players must 'refresh' and refill a club to acquire a new fresh deck of attack cards once again. This also requires the type to stand in position for a time, risking health.

To progress to different 'rooms' in levels, player must win battles to get map cards to open doors traveling between rooms. The colour choice and the level of the card the ball player uses to OPEN the doorway to another location level also affect the particular level properties itself. Different coloured cards and its levels can affect number and type of enemies, the ability of the player's battle cards, and even make save spots and more treasure to appear. This gives players are more non-linear approach.

Along with the card attack system, it all depends on a character's level and their 'CP' points. The bigger the particular level; the more CP points, the more 'CP' points; the more number or strength of cards may be added in to the deck when used in battle. Players have a selection to either have a tiny amount of cards with strong attacks (requires more CP points) or even a large amount with weaker attacks (requires less CP points) depending on their level and CP points as well. There are a huge selection of cards for sale in the game and 1000s of combinations to create an ideal deck in battle. This really creates a functional complex system allowing and providing players with a huge selection of choices during battle and when travelling through different levels. This card system is well thought through is effective during battles though it requires players to multitask which can get frustrating at times.

Kingdom Hearts Chain of Memories uses sprites because of its game graphics which are most commonly used in GameBoy Advance games. But it is its core mechanics and its action system that made the game so popular. This game proves that a strong game mechanic can use the simplest handheld consoles which are tightly limited in graphics and visuals, still resulting into an enduring, enjoyable and addictive playable game. The game mechanics were so popular; a complete 3D remake of the game was made for the PlayStation 2 using the same game mechanics.

The game saving system is VERY limited yet reasonable in Kingdom Hearts Chain of Memories compared to other games. First of all, save spots (permanent saves) may only can be found in levels depending on what the ball player opens the doorway TO that one level using the correct cards in the first place. As stated earlier, levels are affected on what the ball player unlocks it uses their cards acquired in previous battle from previous levels. Players can save in limited save slots and auto save function isn't available at all. Instead, quick save is available for players who need breaks or can't play continuously, but quick saving automatically takes player back once again to the title screen before the player continues (which erases the quick save once reloaded). This causes the players to be more cautious about their choices, moves and how every movement might be described as a risk to be sure they don't get sent back once again to an old save which might be levels away.

The controls in the GameBoy Advance is very limited (4 directional buttons, 2 buttons and 2 shoulder buttons). Kingdom Hearts Chain of Memories really adapted its complicated game controls right into a tiny amount of buttons which still provides easy to use controls for novices or intermediates. There are no multiple ways to regulate the game or ways to customize actions.

Players enter game tutorials in the first level of the game (Explanations and tries on battling, card usage, opening new doors, saving). First level tutorials aren't avoidable even for advanced players but small hints shown onwards may be skipped. This method is reliable since players get the ability how characters take damage, lose health, attack, what in order to avoid, what things to attack and how to move on which are taught in the initial level. Old info and further information may also be checked again in the game menu options. The ball player does not require to see the game manual in order to master this game; all is provided in-game.

Kingdom Hearts Chain of Memories is a very non-linear as it pertains to its gameplay but follows a linear storyline. There are no multiple endings or any forks in the story of the game leaving this to a form of game a player will play once to complete. The game, however, all depends on the ball player and their choices. They could control from how many cards, the potency of cards, the potency of magic and attacks, to the properties and difficulties of the game levels itself. This makes the game much more non-linear added with a complex system, and gives a player the choice to take risks if they desire o level up. Basically there are able to choose challenges and what they want to overcome.

The menu system and the interface) is well-built, understandable, and easy to understand, locate, and go through. It ties in well along with the game and doesn't distract players at all. Although there isn't much for a player come up with logical ways to beat the game's systems, the Designers and programmers, however, made a very reasonable game saving system to offer players value into their game character when saving is very limited being unable to save often.

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