Sentences with phrase «combat feels satisfying»

Combat feels satisfying, it's fierce yet fluid and with the combat camera so close to Senua it also makes it very claustrophobic and tense.
Combat feels satisfying throughout as well - timed skills tear through group after group of electric werewolves or floating aliens.

Not exact matches

Super Pokemon Rumble is an interesting diversion from the core Pokemon formula while 3DS owners wait for a mainline RPG, and the real - time combat approach feels quite visceral and satisfying.
For me though, Sonny's combat seems a little too punishing and the rest of it feels a bit lacking to really feel satisfying.
Guns are easy to aim and have a strong punch to them when fired and while melee combat can feel slightly stiff, enemies respond with a satisfying friction, machetes and spears grinding against their metallic skin.
Written by comic book creatures and leaning heavily on a revamped combat system that packs a truly satisfying punch, the new adventure packs feel much more solid.
Red Dead Redemption had very satisfying combat, truly bestowing the feeling of being a gunslinger in the wild west, but one element of the game brought this down somewhat.
Comic - book based games that actually captured what it felt like to be Batman, the games married interesting stealth gameplay to deeply satisfying combat without weakening either.
Nevertheless, melee combat feels visceral and satisfying throughout the entire game.
Figuring out strong attack combinations, and which attacks to assign which momentum bonuses, is satisfying, and while the game throws a lot of terminology at you as more combat abilities unlock, it never feels overwhelming.
The controls are satisfying and responsive, and combat feels accurate and well - conceived.
However, Red Goddess is quite an irritating adventure with tedious platforming and combat and many difficulty spikes that make progression feel more like a chore rather than satisfying.
While the game isn't technically brilliant combat can actually look rather pretty, so when you combine that with how solid the gunplay feels what you've got is satisfying third - person mayhem that succeeds in distracting you from its issues by using lots of shiny lights and pretty colors.
Guns must feel powerful through the use of audio, animation and impact upon the enemy in order for the player to find combat truly satisfying, but Dark Raids fails in all three areas.
The selection of weapons at hand, all of which can be upgraded using credits collected on the battlefield, all feel suitably meaty in combat, but blasting bots just isn't as satisfying as blasting flesh - and - blood foes, as sadistic and strange as that might sound.
Character controls are a bit too floaty and awkward to make combat ever feel satisfying (you can't shoot downward, for example).
The combat is one of the good things about the game — weapons feel weighty depending on what you have equipt — and even though the hitboxes are a bit «big», it actually feels satisfying smacking the cats with the multitude of strange weapons you can pick up (cats are your enemies throughout).
While the game generally may begin to feel repetitive as you reach the latter part of the game, the combat's flashy animations and effects (including the blood) never fail to feel satisfying especially when you unlock some of the characters» Frenzy or Berserk modes and perform their special Deathblow attacks.
Combat is responsive, sound and visual effects make landing a skill feel satisfying, most classes have skill - based combos, you can dodge or block actions and abilities, and there is a wide variety of enemies to keep things interesting.
It's totally fine, if only because the core combat is so satisfying, but it all feels like busy work.
None of the guns feel particularly satisfying to use and turning off aim - assist makes it clear just how clumsy the combat is.
IF they can manage to get resource farming, base building, and combat down to feel satisfying, they will have something special on their hands.
This basic pattern — throw, fight, recall — feels super satisfying, and brings a natural ebb and flow to combat that will keep you thinking.
The combat mechanics feel smooth and fast, which makes each encounter satisfying to button - mash your way through.
I can't stress just how good the weapons and combat feels here; every gun has a satisfying noise that suggests a hole in space has just been ripped open every time you pull the trigger, and enemies can be dismembered 22 different ways, including a pleasingly squelchy headshot.
Punches to the face, kicks to the stomach, organs exploding and bones breaking are all delivered with gusto, making the act of combat feel that much more satisfying.
The combat feels distinctly fast, meaty and massively satisfying.
It almost sounds like a Dragon Ball Z soundtrack, which makes every motion in combat feel so satisfying.
Using Gears of War as its gameplay base, combat feels good, shooting feels satisfying and with the addition of alternate fire modes combat feels varied, even if some weapons don't need it.
There are some innovative combos required where you would need to combine specific arrow combos to kill enemies, such as freeze, then fire, but the simple combat never lead to anything other than move, shoot, move, shoot, which was still very satisfying and left me feeling a bit like Hawkeye from the Marvel franchise.
The combat overall is pretty repetitive, but the switching to different characters and using different finishers feels pretty satisfying throughout.
Our voters found that the latest title in FromSoftware's flagship franchise improved on the world and setting of DS2, while maintaining and even improving the almost tactile, satisfying feel of combat.
You'll be slaughtered in seconds as they deliver a real master class of disc combat but you'll feel satisfied once you develop the skills and reflexes to at least put up a good fight.
Red Dead Redemption had very satisfying combat, truly bestowing the feeling of being a gunslinger in the wild west, but one element of the game brought this down somewhat.
Keyblade Combat Satisfies Wielding the Keyblade and decimating the Heartless feels as smooth as ever thanks to the auto - targeting system that makes sure your swings don't fly wide.
Using the Moves also opens up a whole new dimension in terms of combat, giving players the opportunity to simultaneously attack in two different directions; the intensity of the combat has been pared back somewhat in VR, with NPCs generally waiting their turn to attack, but there is still no more satisfying feeling than striking an enemy with your sword whilst casually blasting force lightning with your free hand at a grunt trying to unsuccessfully flank you.
Much like BioShock the combat is based on the Vigor powers in the left hand, weapons in the right and of course melee which is done via Skyhook this time — while the hook isn't as fun as the iconic wrench — it does have a satisfying feel to it.
You feel limited, the story isn't instantly compelling, and the early combat isn't terribly satisfying.
While the combat feels as satisfying as ever in Guacamelee!
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.
Part of the reason combat is so satisfying is the feeling that every last bullet is critical.
This gives a very satisfying feeling when you are able to parry a blow and counter to give you the upper hand in a one - on - one combat situation.
What's most important is that combat feels punchy and satisfying at all times while retaining a unique cinematic flavor to it, partly due to the close camera.
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