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.
 * Pulse 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 not an overwhelming focus on them narratively. Story-wise, they are soldiers. Elite guardians who are fighting to protect Nova. Think Halo: Reach."

- Vince Zampella in an interview

The game features two campaign modes, one called Lone Wolf and one called Assault Team. In Lone Wolf, 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. The game also features only two options regarding the campaign- Co-op or AI and Difficulty Options between Easy, Normal, Hard, Impossible and Classic. Unlike most games, the game is meant to be played on Classic, which has dynamic difficulty, which scales the difficulty if you play well and lowers it if you play badly.

Assault Team Drakon
Each squad member of Assault Team Drakon fulfills one role each. Each one has his own starting loadout, and unique ability.

ATD Alpha, Kayman Bowers

 * Real Name: Kayman Bowers
 * Codename: ATD Alpha
 * Nickname: Book-boy
 * Age: 38
 * Preferred Loadout:

Plot
The plot revolves around Nova, a Planetary System consisting of Nova, Nova Minor and Nova Space Station, and its defense by Assault Team Drakon. The plot begins with Assault Team Drakon being assigned