Is there an issue? Send a MessageReason:
None
Changed line(s) 203 (click to see context) from:
* ''VideoGame/RabiRibi''
to:
* ''VideoGame/RabiRibi''''VideoGame/RabiRibi'' [[note]] Stamina based combat, limited heals with long animation, I-frame evasion maneuvers, hub leveling, money is XP, stacking new game plus modes, unlockable new characters with unique movesets. [[/note]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 76 (click to see context) from:
* ''VideoGame/{{Dandara}}''
to:
* ''VideoGame/{{Dandara}}''''VideoGame/{{Dandara}}'' [[note]] Save-point leveling (w/ some MinMaxing), corpse running, slow charging attacks, dodging (albiet with unconventional movement), surreal and vague storytelling. [[/note]]
Changed line(s) 118 (click to see context) from:
* ''VideoGame/FistForgedInShadowTorch''
to:
* ''VideoGame/FistForgedInShadowTorch''''VideoGame/FistForgedInShadowTorch'' [[note]] I-frame dodges, estus style healing, heavy attacks use stamina, stylish action combat with uncancellable attacks and unique weapon functions, savepoint leveling, money is XP, progress is retained on death (though you don't lose anything), enemy respawns after saving. [[/note]]
Changed line(s) 125 (click to see context) from:
* ''VideoGame/GodOfWar'' ''[[VideoGame/GodOfWar2018 Norse]]'' ''[[VideoGame/GodOfWarRagnarok Saga]]'' [[note]]A very light but prime pre-''Sekiro'' example of actionized ''Souls''-style combat without being a full "StylishAction" game (such as the pacing of strikes, the importance of alt. tactics, many active combat manuevers (not passives or ultimates like other [=ARPGs=]) needing cooldowns as opposed to a normal stamina bar, and constant defense/evasion/parrying) among a few other similarities such as upgrading gear being limited to safe areas (camps).[[/note]]
to:
* ''VideoGame/GodOfWar'' ''[[VideoGame/GodOfWar2018 Norse]]'' ''[[VideoGame/GodOfWarRagnarok Saga]]'' [[note]]A very light but prime pre-''Sekiro'' example of actionized ''Souls''-style combat without being a full "StylishAction" game (such as the pacing of strikes, the importance of alt. tactics, many active combat manuevers (not passives or ultimates like other [=ARPGs=]) needing cooldowns as opposed to a normal stamina bar, and constant defense/evasion/parrying) among a few other similarities such as upgrading gear being limited to safe areas (camps).(camps), and healing using limited heath crystals that have a use animation (on the arena rather than in player inventory). [[/note]]