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11 Sentences With "interactable"

How to use interactable in a sentence? Find typical usage patterns (collocations)/phrases/context for "interactable" and check conjugation/comparative form for "interactable". Mastering all the usages of "interactable" from sentence examples published by news publications.

Pikuniku knows that you—trained on platformers since you were old enough to hold something without sticking it into your toothless drool-hole—want to climb anything climbable and interact with anything interactable.
You have to wave a flashlight around for the game to start prompting what's interactable, and more than once, the only reason I hadn't made progress was because I'd walked through a room several times, but had never pointed in the direction to make an important part clickable.
In Tournament, the player participates in a custom series of events with computer opponents. Checkpoints, multiple hidden shortcuts (like a broken bridge), and interactable objects (such as cactuses, road signs, and fences) commonly appear in the tracks. The finder directs the truck towards the checkpoint. The player can call the helicopter to put the truck back on the road.
Monster Truck Madness is a racing video game developed by Terminal Reality and published by Microsoft, released in North America on August 31, 1996. The game has twelve monster trucks and tasks the player with beating computer opponents. Checkpoints, multiple hidden shortcuts, and interactable objects commonly appear in the tracks. In the garage, the player modifies the truck to account for terrain surfaces.
The overworld has several interactable elements, such as water, which the player needs a certain number of Cores to cross. The player can only carry one Metal Walker at a time and it will follow the main character on the overworld. By defeating the game's bosses, players earn Core Units, which allow Metal Walkers to evolve into new, stronger forms.
Chaos Theory added a third one, electromagnetic view, which shows the path of electricity in the area, mainly electrical cables and any device that has electrical power, like TVs, computers, etc. Conviction allows a fourth module to be accessed, a sonar module that can scan through walls for interactable objects, such as weapons, people, and consoles. The trifocal goggles however, didn't remain completely fictional. In 2004, Northrop Grumman produced and delivered one such device.
Also, they believed that a backyard can also be "larger-than-life" and have a "real sense of danger". The game's director, Adam Brennecke, compared the setting to a "theme park", as the team added numerous landmarks into the world in an attempt to make it more interesting. The team envisioned a game world that was interactable, and that players' actions would change the state of the world. Brennecke added that the game would feature a "memorable" story like other Obsidian's games.
While navigating, the party uses stealth to avoid enemy Shadows, and some areas hold puzzles that can be solved using an insight ability known as "Third Eye", which highlights interactable objects and enemy strength compared to the party. When exploring story-centered Palaces, an "Security Level" is present, where the party being spotted or fleeing combat results in security being raised. If security reaches 100%, the party is forced to leave the Palace. The security level can be lowered by launching surprise attacks on and eliminating enemies, and also lowers automatically overnight.
The Web-Rush bullet time mechanic from the game's predecessor also returns and has been expanded, now allowing players to also do critical strikes, dodges, and rolls. The combat is smilar to the predecessor, featuring a freeflow design and counterattacks, and allows Spider-Man to incapacitate enemies for a few seconds by various means, such as throwing interactable objects at them, and then subdue them for good by webbing them. Players are able to upgrade Spider-Man's web shooters and unlock new abilities, such as ionic webbing, which destroys metal objects, including the armors of certain enemies, or vibro blasts that incapacitate enemies for a few seconds. In addition to the armored enemies, more enemy types have been introduced, such as Brutes, which can be defeated only after weakening them with vibro blasts, and Speeders and Glider riders, which can be attacked only after pulling them towards Spider-Man.
Sandbox RPG or Open World RPG allow the player a large amount of freedom and usually contain a somewhat more open free-roaming (meaning the player is not confined to a single path restricted by rocks or fences etc.) world. Sandbox RPGs contain similarities to other sandbox games such as the Grand Theft Auto series, with a large number of interactable non-player characters, large amount of content and typically some of the largest worlds to explore and longest playtimes of all RPG due to an impressive amount of secondary content not critical to the game's main storyline. Sandbox RPG often attempt to emulate an entire region of their setting. Popular examples of this subgenre include the Dragon Slayer series by Nihon Falcom, the early Dragon Quest games by Chunsoft, Zelda II by Nintendo, Wasteland by Interplay Entertainment, the SaGa and Mana series by Squaresoft, System Shock 2 by Irrational Games and Looking Glass Studios, Deus Ex by Ion Storm, The Elder Scrolls and Fallout series by Bethesda Softworks and Interplay Entertainment, Fable by Lionhead Studios, the Gothic series by Piranha Bytes, and the Xenoblade Chronicles series by Monolith Soft.
Sandbox RPGs, or open world RPGs, allow the player a great amount of freedom and usually feature a somewhat more open free-roaming world (meaning the player is not confined to a single path restricted by rocks or fences etc.). Sandbox RPGs possess similarities to other sandbox games, such as the Grand Theft Auto series, with a large number of interactable NPCs, large amount of content and typically some of the largest worlds to explore and longest play-times of all RPGs due to an impressive amount of secondary content not critical to the game's main storyline. Sandbox RPGs often attempt to emulate an entire region of their setting. Popular examples of this subgenre include the Dragon Slayer series by Nihon Falcom, the early Dragon Quest games by Chunsoft, The Legend of Zelda by Nintendo, Wasteland by Interplay Entertainment, the SaGa and Mana series by Squaresoft, System Shock 2 by Irrational Games and Looking Glass Studios, Deus Ex by Ion Storm, The Elder Scrolls and Fallout series by Bethesda Softworks and Interplay Entertainment, Fable by Lionhead Studios, the Gothic series by Piranha Bytes, the Xenoblade Chronicles series by Monolith Soft, and the Souls series by From Software.

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