Sentences with phrase «enemy designs feel»

Character and enemy designs feel cute and expressive, and the atmosphere manages to be simultaneously lighthearted and mystifying.
Character and enemy designs feel cute and expressive, and the atmosphere manages to be simultaneously lighthearted and mystifying.
Enemy designs feel like a greatest hits of well worn archetypes: fast minion zombies, fat exploding zombies, heavily armored elite zombies.
The giant open spaces made the world feel empty and the enemy design felt cut - and - paste.
Enemy design feels like it is lacking in Revelations.
Blowing up prehistoric dinosaurs one level and blasting through knights from the middle ages the next keeps the enemy designs feeling fresh.

Not exact matches

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Shooting is a natural and genuinely fun experience and level design is immersive, although enemy types and puzzles can start to feel repetitive at times.
With interesting terrain, stage design, and enemy placement, each battle feels fresh, and adding layers with each fight of the first world adds a satisfying feeling of progression from tutorials to trials and tribulations.
The gritty art design and great enemy types do a great job of world - building that makes this reboot feel very fleshed out.
The total of 12 multiplayer maps are well - designed and remind me of the old school stationary spawn points from Counterstrike, the weapons feel sturdy and a melee attack on an enemy player's face feels as great as ever.
I constantly felt like the game was designed to be played in multiplayer as the bosses were sometimes near impossible and there were just too many enemies thrown at you at once.
And despite how nutty Norse mythology can get the ordinary enemies feel slightly uninspired, with lots of palette - swapped trolls and zombie guys but few really unique designs.
I don't think the battle system is really all that great especially the enemy design can get repetitive easily so it starts to feel like a grind.
Whilst fans were more or less unanimous in their praise of the game's visuals, many felt the game to be a basic rehash of the NES games, with similar enemies, bosses and even level design littering the game from start to finish.
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many great ideas that they couldn't bear to leave one out of the game.
Being forced to sit between my mortal enemy and my ex-girlfriend every afternoon made seventh - period math feel like my own private Kobayashi Maru, a brutal no - win scenario designed to test my emotional fortitude.
Level design is far more open, allowing for multiple strategies and varying enemy AI to adapt in real time and make each encounter feel unique.
Even the first level on the tougher difficulty setting feels near impossible, but whilst I would usually relish the intense challenge, it's not thanks to the level design, or the enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
The enemy designs are unique and over the top and overall it creates a very distinct feeling world.
The only real weak point is some of the enemy design which feels imported in from other (and perhaps better) games.
Falling Skies: The Game will also feature dynamic enemy AI and map randomization designed to make every mission feel new and fresh.
While the basic mechanics of running, jumping, and shooting are all serviceable, the enemies and level design can feel way too random and cheap from play to play.
Each character and the enemies that you will encounter are uniquely designed and keeps the game feeling fresh.
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.
While the world environments stay mostly the same, the level designs now include a larger quantity of enemies, a major number of gaps for Luigi to fall through, and rarely does it allow a place in which the player might feel safe to stop and rest; the game is all about speed and it makes it quite clear from the very beginning.
As my comments in VGH # 21 will attest, a couple of the glaring issues are the terribly designed boss battles and the enemy AI feels like it comes straight out of 1998.
This is the kind of feeling that I have not felt for a long time and the level and character designs are so well realised that I did at times question the sanity of the game devs when coming across the more grotesque enemies in the game.
The enemy design was among the most creative the franchise ever achieved, the speed and fluidity of combat made the game simply feel more enjoyably to play and the story and lore pays homage to some of the best horror writers the world has ever known.
From the enemies to the weapon designs they all just feel right.
Levels are designed quite well, and while some do feel linear, almost all include some large areas filled with enemies that require careful thinking or a lot of bullets to take down.
While as a side - scrolling beat «em up it looks a lot like hundreds of other games, Mutation Nation benefits from a plethora of Running Man - inspired enemy designs that make each level feel like specific and unique rather than a prolonged brawl with a bunch of repetitive randos.
A combination of the fixed isometric camera angles, an increase in objects / enemies that kill you or just insane level design moments result in all the happiness nostalgic feelings will make you seethe with rage.
Having each chunk be actually designed helps the levels they create also feel properly designed, as opposed to the haphazard - seeming maps and enemy placements that some procgen games feature (not necessarily bad, but something I wanted to avoid here.)
Frustrating controls and cheap enemy attacks really piss me off and I feel it is lazy game design to depend on such things to make a game challenging.
From bone - throwing skeletons to minigun touting Frankenstein monsters, the game's art design feels tailored for Halloween, although you'll be facing the same handful of enemies on every level, albeit with slight color palette swaps.
Interesting creature design, a cool death cheat and playing as the full stable of bad guys just can't cancel out sluggish and disjointed combat, frustrating jumping and the feeling that I'm fighting the controls more often than the enemies.
There is a unique charm to the game, from the designs of the robots and enemies to the terrain and general gameplay mechanics, Nom Nom Galaxy feels decisively unique.
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.
Score Rush feels a good bit like Mars Matrix in that regard, itself a fantastic shooter with humdrum enemy design where the opposition feels like little more than placeholders for players to train their lasers upon.
Action and combat - driven — you are a subject matter expert in the area of enemy design and combat feel
One thing that the game does fantastically is trying to change up the level design so it doesn't feel like you are just blasting down enemies trying to get to the end of a stage.
The Souls - level challenging enemies and level design are here, but so is an exciting and fluid combat system, where every weapon has three stances for varied usage, and timing «ki» pulses to restore endurance and continue your onslaught becomes so second nature, you begin to really feel like a well - trained samurai.
Extensive understanding of the systems design process including motion models, weapons tuning and feel, enemy concept and design, tools / upgrades, economy, balance, testing, etc..
It has more complexity than the previous 2 games, it has that good old arcade feel to it (it looks and sounds very similar like the original arcade version of the game), the gameplay is fun and challenging, the framerate is also good, the enemies are finally designed in a way they should have been done even in the 2600 version, and Mario finally has the appropriate and familiar look.
Dark Souls is just filled with dull, tedious fantasy landscapes and uninspired enemy designs that often just feel like re-skins from game to game.
The core mechanics of the game still remain intact: it's a top down twitch shooter that has players eliminating enemies on meticulously designed levels, and it feels just as hard to put down as the last one.
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.
The animation is spectacular, the enemy design is unsettling, and dodging, jumping, and slashing away at tentacled monstrosities feels smooth and responsive.
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