SENTINEL

"FPS gameplay. Redefined by those who defined them in 2007."

- Official Game Tagline

SENTINEL is a first person shooter that is developed by Respawn Entertainment. It takes serious inspiration from Titanfall and aims at inovating in the FPS genre.

Gameplay
The game bucks several modern trends and introduces several new gameplay mechanics into the fray. ADS is replaced by Weapon Ability. which changes the way a gun works for a short period of time. the control scheme is very different to regular FPS games, as it retains the parkour elements of Titanfall but also introduces melee combat mechanics to the game. In the campaign, it also features AI controlled or player controlled allies who can be commanded to do certain actions. One of the core aspects of the game is its focus on singleplayer over the multiplayer.

Survivability System
The game has a three layered survivability system:
 * Shields: Regenerate over time, provided you have enough energy cells. (1 Cell = 1 Full Recharge)
 * Armor: The middle layer, this needs specialized Nanobot Reconstruction Packs to repair. (1 Pack = 20% Armor)
 * Health: The last layer, this cannot be treated, This carries over throughout the entire game. Every 3 mission, the characters regain 20 Points of Health.

Weapons
Weapons have certain broad categories which then are split into sub-categories.
 * General Weapon
 * Submachine Guns: Generally full automatic compact weapons, they close range power houses that are weaker Combat Rifles with faster fire rates essentially
 * Combat Rifles: Fully automatic rifles that are meant to be versatile and can be used at all ranges.
 * Accuracy Rifles: Burst fire rifles, they are built for accuracy and function best at medium ranges. They can also be used at close range if the full burst hits regularly.
 * Marksman Rifles: Semi automatic rifles that are meant for precision fire. Control over your trigger finger is necessary with these rifles.
 * Machine Guns: Heavy fully automatic weapons meant to keep people in cover or demolish the cover, they are generally used in defensive or supporting roles.
 * Specialist Weapon
 * Sidearms: Quick to the draw, they serve as back up in times of a slow reload and enable the wielder to make quick work of enemies trying to get a helpless reloader.
 * Launchers: With an explosive might, these weapons are generally the most lethal weapons available, but they do have splash damage and projectiles with often very slow speeds and parabolic arcs.
 * Sniper Rifles: For those who wish to be precise and get that deadly shot on that machine gunner over there preventing your team from advancing. When correctly equipped, they can also be used in an aggressive scouting role.
 * Shotguns: With a pellet based weapon, they lose effectiveness very quickly, but in their effective range, they are some of the fastest killing guns.
 * Specials: For oddball weapons that don't fit in regular categories.
 * Melee Weapon
 * Melee Weapons: Close ranged devastators around which the melee system is built.

Controls
Basics
 * L Stick: Movement
 * R Stick: Camera
 * Circle/B: (When Prompted, Hold) Interact
 * D Pad Up: Scoreboard, (SP Only) Team Status Check, (BR Only) Alliance Offer Mode (L Stick to Move, R Stick to Look, L2 to Offer Alliance, R2 to Accept, P1 to Decline)
 * D Pad Down: Loadout Menu, (SP Only) Objective Reminder, (BR Only) Inventory Check
 * D Pad Left: Team Orders Menu (L Stick to Navigate Command Wheel, R Stick to Look, L2/LT to focus, R2/RT to Tag)
 * D Pad Right: Tag Item Mode (R Stick to Look, L2/LT to focus, R2/RT to Tag)
 * Start/Menu: Pause Menu

Ranged Combat
 * R2/RT: Fire
 * L2/LT: Weapon Ability
 * R1/RB: Quick Use Equipment, (Hold) Precise Use Equipment
 * L1/LB: Switch, (Hold) Melee
 * L3/LS: Reload, (Hold) Pick up Weapons
 * R3/RS: Dive, (Hold) Slide

Parkour
 * Cross/A: Jump, (Hold) Thruster
 * L Stick: (After Jumping onto Wall) Wall Run
 * Circle/B: (When Wall Running) Wall Hook

Melee Combat
 * Square/X: Quick Strike with Equipped Weapon, (Hold) Block, (When Timed Perfectly) Parry
 * Triangle/Y: Heavy Strike with Equipped Weapon, (Hold) Break Block
 * Circle/B: Grab and Disarm, (Hold) Throw Grabbed Object

Campaign
"From the very start, we wanted a focus on the squad, but nit an overwhelming focus on them narratively. Story-wise, they are soldiers. Elite guardians who are fighting to protect Nova.""

- Vince Zampella in an interview

The game features two campaign modes, one called Classic and one called Party. In Classic, you have AI teammates and AI minions, and in Party, you have real players as teammates, and AI minions. The player/players can pick, at the start of each level, to pick one of the members of Assault Team Drakon.

Assault Team Drakon
Each Sentinel has his own individual specialties, proficiencies, and are very different from each other. Playing as a Sentinel earns you XP for that Sentinel only. Each member can also be upgraded by leveling up.
 * Drakon Alpha, John Cussak: A soldier through and through, he was once part of the Atlas Frontier Military. After joining Omega Security Force, his discipline and willingness to be chummy with those higher up than him has lead him to quickly scale ranks. After the fall of his last squad due to the orders of a superior, he has since become a lone wolf and been demoted to the rank of Assault Team Captain and assigned to Assault Team Drakon.
 * Role: Versatile, able to be played in various different styles. Leader of Assault Team Drakon
 * Stats: 100 Health, 100 Armor, 100 Shields, 100 Movement Speed
 * Default Loadout:
 * Weapons: General: Combat Rifle of choice, Specialist: Sidearm of choice, Melee: Combat Knife of choice
 * Armor: Omega Assault Armor: +1 Advanced Module Choice of any one kind
 * Advanced Module:
 * Passive: Run-n-Gun: Weapons can be shot, switched and reloaded while wallrunning, mantling objects, etc.
 * Booster: Shields Up: Shields recharge by 5 points per second without any energy cells.
 * Booster 2: Wallrunner: Wallrunning consumes 50% less energy.
 * Ability: Weapons Handling: Switching between weapons and reloading weapons takes 15% less time to reload.
 * Proficiencies: Combat Rifles and Sidearms have -15% Recoil, Field Weapons reduce Movement Speed by 10% instead of 25%.

Upgrades
These are the various Skill Trees. The player starts with Level 1 in each Skill Tree and must spend Levelling Tokens to Level up in a particular Skill Tree.
 * Ballistics Expert Skill Tree
 * Level 2: Weapon Proficiency: Pick a weapon class to gain -15% recoil with.
 * Level 3: Weapon Specialization: Pick a weapon class to gain -25% reload times with.
 * Level 4: Weapon Mastery: Pick a weapon class to gain +4 reserve magazines with.
 * Level 5: Weapon Perfection: Pick a weapon class to gain +2 weapon attachment choices with.
 * Iron Hide Skill Tree:
 * Level 2: Shield Charger: Shields have +25 points.
 * Level 3: Armor Toughener: Armor has +25 points.
 * Level 4: Painkiller Package: Health has +25 points.
 * Level 5: Survivor Perfection: Reduce Damage taken by 10%.