Actual combat feels way more involving this time around.
Not exact matches
It's just a shame that after all the build - up toward
combat the
actual act of resolving a fight
feels underwhelming.
The
actual gunplay and
combat featured in Splatoon
felt kind of lackluster.
Combat and
actual gameplay within The Banner Saga has me completely torn; on the one hand, it
felt clumsy and obtrusive, and there really wasn't enough of it to completely prepare myself for the later battles, which seemed to suddenly ramp up the difficulty.
«I really dislike these [Batmobile
combat] sequences, and I
feel they require the luck of not being trapped in a corner by their line of fire more than
actual skill.»
Combat in the game
feels particularly weak, with a targetting system that only somewhat works and the
actual action of the scene
feeling pretty slow - paced and weak.
But I can't help but
feel as if the MMOs that were included were added more for their saturation and fame and ubiquitousness during a certain time period than for their
actual quality as RPGs, especially once you apply IGN's rubic, which mentions requirements like story,
combat, and presentation.
Combat rarely
felt repetitive due to the fast pace, although there was enough repetition in the
actual maps to get tiresome.
The
actual combat doesn't
feel as polished as games like Diablo 3 & Torchlight 2.
The upgrades
feel a bit underwhelming, especially since there are only three
actual combat skills you can unlock which adds more to my complaint to the lack of depth in Killer is Dead's
combat.
While the Grand Prix is great for getting the player acquainted with the characters, arenas and play styles, it's also unfortunately filled with one - off mini-games that never
felt as strong as the
actual combat.
If it were more an RPG, it could flesh out its experience system and give you
actual equipment, and if it were more of an action game, it would improve the
combat to make it flow faster and
feel more organic.