This is the only part of the controls that takes a moment to get used to as
the combat feels familiar yet fresh.
The combat feels familiar, the environments are non-distinct and the cooking system isn't anything special or new.
The combat feels familiar in some ways, while also providing many nuances that set it part from its spiritual predecessors.
Combat feels familiar to past games with a few exceptions.
The combat feels familiar, the environments are non-distinct and the cooking system isn't anything special or new.
Not exact matches
Players
familiar with the Warriors series of hack and slash titles will be able to
feel the difference in gameplay through the way each character handles
combat.
Overall, the
combat will be right at home for anyone
familiar with the series yet it manages to
feel fresh enough to be nothing short of exciting.
While the
combat might
feel familiar to veteran gamers of that genre, Code Vein offers an intriguing anime - like art style and a few nuances all its own, like Mia, who can heal you a few extra times before you fall.
While I do really wish they'd kept the
familiar system in some form, the fluidity of real - time
combat feels like a fair trade off if they weren't able to incorporate both.
If you've ever played a Souls or Zelda game then the
combat style will
feel immediately
familiar.
The three starting classes are Fighter, Strider and Mage, and while that may sound like a
familiar toss - up between sword, bow and magic, the real - time
combat offers a tangible sense of immediacy that makes each profession
feel unique.
Battleheart combines a neat real - time
combat system and class interactions that will
feel familiar to followers of Western RPGs (including MMOs), though the controls can cause some confusion when it's least required.
The
combat and action of this game will
feel very
familiar, but unique enough that you won't get that
feeling of repetition.
Combat Tokyo Xanadu eX + will
feel very
familiar to anyone who has played Ys VIII as both games are by the same developer and control in pretty much the same way.
Thankfully as 0.2 goes on it unlocked layers of the
combat system and by the end I
felt like an addict desperate for more, it really has cherry picked all the best elements from every game in the series to create something that manages to
feel familiar and also completely exciting.
The gory, visceral weapon
combat, the pounding metal soundtrack, the constant locomotion required to survive, even the health bar and pixel art graphics, it's Doom through and through and gives the game a
familiar yet unique
feel in the 2D platformer space.
«As players harness the power of Guts» Great Sword and utilise the swift and agile swordplay of Griffith to slash and smash through hordes of enemies, players
familiar with the Warriors series will be able to
feel the difference in gameplay through the way each character handles
combat.
Outside of
combat, Tales of Hearts R will
feel very
familiar to anyone that has played a Japanese RPG before.
Gameplay wise, it's going to
feel familiar, not much has changed in that regard as it's still turn based tactical
combat.
For Mortal Kombat players, Injustice: Gods Among us will
feel familiar however with a few key differences that makes its
combat a little more unique compared to most fighters seen from Netherealm in the past.
The
Combat too is fairly simple but interesting and can be quite fun at times, feeling like a cross between active time battles and a real time action combat like Dark Cloud, you can fight as Oliver with magic spells or summon familiars (Pokémon) to fight in your place, you all share the same health and mana
Combat too is fairly simple but interesting and can be quite fun at times,
feeling like a cross between active time battles and a real time action
combat like Dark Cloud, you can fight as Oliver with magic spells or summon familiars (Pokémon) to fight in your place, you all share the same health and mana
combat like Dark Cloud, you can fight as Oliver with magic spells or summon
familiars (Pokémon) to fight in your place, you all share the same health and mana bars.
The isometric
combat is generally solid, and should
feel familiar for any Fire Emblem veteran.
My absolute favourite aspect of Secret of Mana has always been its
combat though, with it adopting an action battle system that would
feel a bit
familiar to those who played the likes of the classic Legend of Zelda games.
Anyone
familiar with Suda's previous action games should
feel right at home here, and when I say that I mean the
combat is lackluster but competent just like his other titles.
Combat in Fire Emblem Heroes
feels very
familiar to its console counterparts but well suited with good optimisations made for mobile.
Combat will
feel familiar to fans of the original.
As a result, the
combat within
feels familiar, while still being different in some noticeable ways.
Anyone
familiar with Pokémon will be able to get a
feel for the
combat pretty quickly.
It delivers a
familiar brand of skill - based swing - block - dodge
combat, uses remarkably similar systems to facilitate progress, offers a recognizable style of cooperative online play, and — this is key — strives for (and attains) a degree of satisfying difficulty that
feels almost directly lifted from the games to which it so clearly searched for inspiration.
Controlling the
combat will
feel incredibly
familiar to twin - stick shooter fans.
The addition of new monsters, subspecies and equipment has always been the easiest way to please the hardcore fanbase, but while the introduction of underwater
combat in Monster Hunter Tri was a solid attempt at offering a twist on a
familiar concept, it was hard not to
feel a sense of déjà vu after setting a shock trap and hurling a couple of tranquiliser bombs.
Naughty Dog's impact on action - adventure is hard to unsee here, and everything from stealth kills to
combat feels very
familiar.
Mechanically, Bow to Blood
feels both
familiar and wholly different from traditional flight sim
combat.
Combat in Fire Emblem Heroes
feels very
familiar to its console counterparts but well suited with good optimizations made for mobile.