Escape from Paradise City - Traits and Skills Overview
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Escape from Paradise City - Traits and Skills Overview
Today cdv Software Entertainment USA released part two of a four-part guide to Escape from Paradise City. In this new section of the guide, readers will learn more about the skills and traits possessed by Porter, the former bank-robber turned government agent. Porter specializes in long-range and handgun combat, and these specialties are reflected in his skills and traits. For more information about the game, which features an exciting blend of RPG and strategy gameplay set in a world infested with seemingly unstoppable criminals, please visit Escape from Paradise City.
Escape from Paradise City drops players into a dystopian world that combines a dark underworld and elements of the supernatural. In the game, the player is required to infiltrate the gangs of Paradise City on behalf of a powerful government agency that, despite its influence, has been unable to introduce even a glimmer of law and order to this horribly corrupt city. In an intertwining chapter-driven story, the player takes turns controlling one of three gritty characters that, for their own reasons, have “volunteered” to get to the bottom of the mystery behind the controlling crime syndicate’s power.
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PORTER'S TRAITS
Porter is a combat fiend; there's no other or easier way to describe him. He's loaded down with skills that revolve around automatic weaponry and death-dealing. Initially, he starts out with Novice Automatics, which lets him use some fairly low-level weapons. As he gains levels and Traits, he can wield more powerful, block-clearing weapons. Some Traits unlock specific skills that are automatically assigned once you buy the Trait.
With Porter's Basic Agent Training comes Aimed Shot, Legshots, and Duck and Cover; with these he can execute precise shots (with the former two) or dodge bullets more easily (with the last one). He can learn the Recoil Management Trait, which gives him the ability to use Spray 'n Pray (which floods an area with inaccurate but plentiful bullets) or Concentrated Aiming (which gives him a higher chance of hitting but by taking a hit to his defense).
Porter's more advanced Traits include Eagle Eye (increasing his accuracy), Fatality (increasing critical hit chances), Art of Sniping (increasing aimed shot chances of hitting), and sure to be a favorite, Bloody Mess (making a hit enemy bleed out his Health for a short period of time). Rupture, a skill acquired through Art of Sniping, lets Porter put some serious hurt on an enemy, so much so they continue to suffer damage and are unable to heal for 30 seconds. This is great when trying to take down powerful enemies, especially Bosses later in the game.
Rounding out Porter's Traits are his potential abilities to set bombs, use grenades, stun enemies, suppress enemies, and administer a coup de grace, among other things. If he gains the right Traits, he can even have up to two Henchmen at his side as he deals his version of street justice.
PORTER'S ARSENAL
So the real question now is, 'what kind of heat is Porter able to pack?' A man like Porter, after all, could have all the Traits in the universe that let him turn his enemies into quivering puddles of jelly, but without the right tools, it's all for naught.
Porter starts out with a Rusty Uzi, a fairly, err, "unique" weapon. While falling apart and barely able to hold a magazine, the Rusty Uzi still is dependable, especially early in the game (where you have no other choice). His initial Novice Automatics Trait doesn't let him utilize more than this weapon, or a Pocket Uzi. The Pocket Uzi does more damage than its rusty cousin, but costs more money and requires Porter to be at least level 3.
Once Porter starts getting some experience whacking street scum with his low-powered weapons, he'll be gaining levels and cash left and right. That will open many new automatic weapon doors, including the regular Uzi submachine gun. Also, Porter can eventually use the MP5, FNP90, or the ultimate H&K 53 (more like an assault rifle than anything else, although people will be too dead to argue whether it is a rifle or submachine gun).
Porter can also buy armor, either a Worn Kevlar Vest or a regular Kevlar Vest. The Worn Vest may not be an encouraging investment; after all, it's got holes in it, so how useful could it have been to the last poor schlep to have been unlucky enough to have worn it? But, it's better than nothing, which Porter will start with, so grabbing it can only help.
Some weapons in Escape from Paradise City are mod-able, letting the player attach Scopes, for example, for greater accuracy, or an Accelerator, which makes a bullet spin faster thereby causing more damage. There are many such upgrades available, some of which are only available when the character gets to a certain level.
Powers and Traits
Each character - Porter, Angel, and Boris - is an army unto themselves. Each has a long list of unique skills, traits, and weapons available to them, giving players three different paths to take on their way to domination of Paradise City.
With each character comes a unique solution to each problem players face. Porter, for example, is a combat monster, able to wield automatic weapons with great flourish and skill. Angel, on the other hand, prefers hand-to-hand combat, getting in close and turning her enemies into squishy pulps. Boris prefers pistols, but also has a way with people, a "way" that involves them doing the dirty work, while he watches.
POWER SKILLS
Each character has the same Power Skills available, depending on their level and Power Points available. These skills offer some very valuable universal abilities that can aid anyone in a pinch.
For example, players can tell their hired gangers to defend a specific location, or can call on a vehicle to transport them somewhere quickly. These help to focus your strength within neighborhoods, or to rush to a location that is under attack. There's nothing like being involved in trying to break down a neighborhood's defenses on one side of town and suddenly have a sneak attack appear on the other!
You're not entirely alone, or limited to just hiring gunmen, bouncers, healers, and scouts. You can call on a character named Robbie, who is a handy guy to have around in a pinch. There's also a special something called Task Force, which is your way of manipulating total strangers into assisting you in a fight. An informer can be spawned, who will scout out your neighborhoods looking for enemy gangs in your territory. Besides these guys, you can call in mobs of suit-encased henchmen who will soften up an enemy neighborhood, maybe even convert it to neutral. If you don't have the strength to take it, this will help you out, not to mention deny its resources to the enemy.
Speaking of resources, what's more important than money or health? In Escape from Paradise City, you can spawn a medic to heal you and friendly supporters in the area, you can hire a thief who will go to an enemy-held building and rob it blind, scan a neighborhood from top to bottom for the enemy using Satellite Scan, increase your power by spending money using Money Talks, and numerous other methods. Money literally means power.
These might seem useful, but there's some real nasty Power Skills that can turn a neighborhood upside down. For example, Car Bomb rigs a car with a bomb; imagine the chaos that one will cause when it blows in the middle of a pack of enemies. You can also call an area a Crime Scene and send in a squad car loaded with cops who will immediately begin investigating the area and attacking anyone who shows aggression. This can be great to set up if you're retreating from a mob of gunmen! Even better - call in an airstrike when you have the Power Points to do so. There's nothing like leveling a city block to show you mean business.
For more subtle assistance, you can call on an Assassin who will ruthlessly hunt down and attempt to exterminate a target. Or, hire a sniper to cover an area for you where you might expect trouble (or when you need help to eliminate some troublesome enemy gangers).
The sheer range of Power Skills you have available may seem more than enough to handle your business, but as mentioned earlier, you have three characters you will control throughout the game, each of whom has their own Traits and weapons they can wield.
DRINKING AND GAMING
Escape from Paradise City's neighborhoods are populated by money-generating establishments, such as motels/hotels, bars, and gun shops. The bars are of particular interest, because inside you can partake of one of several thirst-quenching and skill-enhancing drinks.
Drinks such as Sake Bomb, Lava Breeze, Pony Punch, Dark Fantasy, Yellow Devil, Liquid Cobra, Desert Juice, Bullet Fluid, Pink Ninja, and Warrior's Oil (among others) will directly affect the character drinking it. For example, the Pink Ninja gives the character 10% more dodge ability, Black Russian makes you run 10% faster, and so on. These effects only last for approximately 20 seconds, though, so use 'em when they'll make the most impact. Not only can you find these drinks in bars, but every so often you'll find one in a flask carried by a enemy.
BETTER LIVING THROUGH CHEMISTRY
In addition to drinks, there's a wide variety of drugs in Escape from Paradise City that will help heal your character. Painkillers, Nano Stitchers, Combat Drugs, and Prototype Nano Healers all work wonders on your system when you're nearly down for the count. Nerve Pills, Grey Gas, and others affect your characters in different ways. There's a wide variety of them to be found throughout the game.