Sentences with phrase «enemy design lacks»

Enemy design lacks creativity both in the visual department and gameplay.
Likewise, many of the enemy designs lack personality or interesting features, especially when compared to the beautifully detailed 2D representations of the MINDs that you will see repeatedly.

Not exact matches

BlackSite is a decent game unfortunately held back by poor AI and a lack of variety amongst the poorly designed enemies.
The fact that Rime then manages to surpass this extremely high visual bar in almost every area is to be commended (Enemy design is notably lacking compared to the Zelda series, for instance, but then again that's not exactly Rime's focus).
Enemy design feels like it is lacking in Revelations.
The lack of color, the jagged edges, and simplistic enemy design all seem underwhelming at first, until you realize that they are presented exactly as they are meant to be.
The environment design is pretty good as it accurately reflects a spaceship in disarray with confined corridors leading from one larger room to another providing some scares due to the lack of clearance space to run away from enemies, while smoke from vents can obscure enemies that are just up ahead of your character which combines perfectly with the enemy tracker to induce a horror tone.
There didn't seem to be any changes from the closed beta, maybe some fixes to glitches and bugs but the enemy AI was still lacking, the mission design was lackluster, and the RNG loot system was annoying.
Cons: - Combat is repetitious and a nuance after 20 + hours - Enemy designs in dungeons are over-used and lacking diversity - Dungeons could have used more diversity and difficulty between each of them
Although it lacks the polish of other recent games like The Order 1886, the aesthetics of the environment make for a visual experience like no other and the enemy designs are all rather inspired, especially the myriad of bosses.
While their relative lack of combat skill is a very deliberate design choice, I'd still like to see their damage output and accuracy increased so that they can at least occasionally hinder you, forcing you to consider taking on an enemy Pilot if they're surrounded by AI support.
While there are certainly gorgeous vistas to take in as well as a good number of new enemy types to encounter, I felt there was a lack of creativity in the new areas, and even with some stand - out locations, as a whole I was underwhelmed by the level designs.
What I found somewhat disappointing, though, was the lack of level and enemy design in which to cleverly use each of the elements.
Some of the enemies might look strange, and a few of the characters lack the charm of their pixelated counterparts, but most of the character design is great, and the environments look absolutely splendid.
What makes Cuphead so incredibly difficult apart from the level design and multiple enemies on screen and projectiles to manage is the lack of checkpoints.
What the environments, enemies, towers, etc. lack in flair they more than make up for with a clean design.
That highly invariable design plus a glaring lack of invincibility frames after being hit makes hard hitting enemies as threatening as the smallest bunch of creeps, since you are unable to tank for more than one second before enemies start pushing you around, the combined might of their meager damage killing you before you've had a chance to fire a bullet.
This is one of the divisive arguments surrounding this genre: some believe the lack of combat cultivates the feeling of helplessness, whereas being able to defend oneself creates a new dynamic in the game and allows for more freedom in designing enemies and their interactions with the player.
Enemy design is neat and well varied, but they lack any animation — everything felt fairly static during battles, so enemies never felt particularly imposing.
Sending you against enemies that can kill you in three hits without a proper tutorial or weapons, sporting confusing level design that relies too much on backtracking to be fun, and an overall lack in the variety of enemies or loot drops that makes the latter levels so memorable.
DKC3 goes back to more of the generic enemy style of the original, but their designs lack the charm, and look more goofy than anything.
Maps have depth in the sense that units can move to higher or lower altitudes depending on the design of the stage, but lack depth in that enemies are pathetically easy and require no real strategy to defeat.
It was completely lacking in story, had repetitive enemies, but its gunplay, fast cooperative action and loot design were incredibly well done, but it still felt like the game was lacking any real ambition.
Pros: Excellent combat with satisfying weapons, brilliant and atmospheric level design, addictive Raid Mode Cons: Forgettable story, lack of decent enemy variety is a disappointment
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