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.