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Gameplay is set out in four campaign acts. Everything here is earned by playing and it’s a welcome decision. Always happy to see creative customisation options that don’t require random loot box drops. These can be unlocked by finding hidden caches in missions or buying “Special Stock” from Sergeant Park using currency earned in-game. There are many cosmetic items to keep soldiers interesting, including gun skins, decals, armour sets, outfits, hats, and more. Making your marine your own is great fun. Regardless, it’s not the most straightforward system and seems needlessly annoying. Levelling up allows you to unlock more space to use more perks at once and create unique loadouts. It’s like block inventory management in a Resident Evil game, where you must select a space that fits each perks size. The concern here is the awkward grid management. These perks can be purchased or unlocked by levelling up each role. The Gunner can equip a Focus Fire which increases damage and can stack multiple times. It’s admittedly a basic setup but having a maximum team of three means selecting the best roles for each mission and group, requiring some thought to how you want to play.Ībilities can be modified in the Perk Grid, allowing marines to swap out powers or add modifiers that boost other stats.
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The Demolisher can launch a missile that clears out a huge area of Xenos on impact, whereas the Doc can deploy a Trauma Station that heals allies within its radius. Each has their own purpose and cooldown abilities within the fireteam squad. Players can tinker with loadouts across four different classes to assign to: Gunner, Demolisher, Technician, and Doc.
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You’ll create, customise, and equip your Colonial Marine with an arsenal of familiar weapons, tactical equipment, and perks to fight through several missions upon the jungle planet LV-895 and other locations.
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