Sentences with phrase «much of the boss fights»

Much of the boss fights and puzzles are presented in creative ways, so the experience isn't always bland.

Not exact matches

The visuals are superb, the level design is amazing, the amount of content is huge, the replay value and multiplayer is great, the music is worthy of awards, it innovates on Donkey Kong Country Returns and adds so much in terms of new abilities and level designs and the boss fights are a lot of fun.
The occasional collision detection issues had me bouncing off of stuff that was at least a few feet away from me which didn't help during boss fights, plus the boss fights themselves can get really difficult in the early going since you're limited in how much you can upgrade until you level up a bit.
The maps and monsters are much more gorgeous and dazzling than previous titles although I must say some of the boss fights are EXTREMELY tedious.
The worst part is how much the camera's failings bring down other elements of the game, namely boss fights and platforming.
The Hunger Games films veer off into a different direction with Mockingjay, Part 1, as we no longer have a highly televised arena featuring combatants battling to the death so much as a battle for the people of Panem in terms of whether they want to stay with the oppressive regime led by the Capitol and President Snow (Sutherland, Horrible Bosses), or whether they're going to join the revolution and fight for a new way of life.
Some boss fights were a bit trickier but I wouldn't consider any of them requiring very much strategy.
Boss battles add an interesting mix into the collection of minigames, allowing players to fight off bosses in a larger and much more epic environment.
It might look cool the first time around, but the end result means that we have essentially had that boss fight climax taken away from us, so every end of a chapter in the game doesn't have as much of an impact as the gamers deserve.
Of course, you battle other characters in boss fights but most of them don't feel much different to the robotOf course, you battle other characters in boss fights but most of them don't feel much different to the robotof them don't feel much different to the robots.
It makes the closing hours of the game a drag as you go from already having to use the Batmobile too much to using it way, way too much, including some damn awful boss fights.
However, these diversions are most interesting when they take on the form of plentiful boss fights — well - designed battles that test your brain much more than they do your brawn, like one battle in limbo where you play a game of Simon Says with a ghost king to deal damage to him.
Much like the dungeons, boss fights have been revamped in Breath of the Wild.
Honestly Light Tracer would have been a much better experience without the boss fights, which suck the fun right out, but if developers will insist on having boss battles, then they need to have this indication of health or damage.
I felt each of the first 3 boss characters belonged in the environments they were initially fought in, and seeing them again didn't make much sense to me.
Bosses are fought in an entirely different manner, taking on a sort of side - on view much like Street Fighter of all things.
Stages end with boss fights though, that certainly give much more of a challenge, but then you just start dodging for a change, and it's fine.
The mission mode in Mario Kart DS was one of its strangest and most uniquely fun features, what with its drift challenges, boss fights, and much more — but it hasn't returned in any Mario Kart game since.
The game will feature several new planets, a host of new fight sequences and gameplay segments (including boss fights), all - new Clank gameplay, and much, much more to enjoy.
I don't want to give away too much of the fight if you haven't experienced it yet, but it emphasizes what has made Souls boss fights memorable for the past 8 years.
And even if you're uninitiated in the shooter genre, death comes with very little consequence — for better or worse, depending on how much of a masochist you are — and falling to a boss will always start you right back at the beginning of the fight.
While the boss fights are fantastic, I must say that the bad guys feel like some of the least developed in the series — while groups such as the Cobras and FOX - HOUND all had a lot of nuances and individual stories, the Winds of Destruction didn't really give me much in terms of emotional investment.
The number of hit points that a raid boss today needs to have to survive 25 players dealing out that much DPS over the course of a ten minute fight is staggering, and the numbers involved are large enough that the development team posted a blog to open discussions with the players about how to bring these numbers back into a sensible reality.
Each of the worlds boss fights in all honesty felt rather simple and suffer from the same 3 hits and you're out policy which doesn't make the boss fights feel like much of a challenge at all.
While the puzzles can be solved all by yourself, albeit taking much longer to get from point A to point B, many of the boss fights are excruciating without accomplices.
especially in the form of boss fights; it's one of the things I love so much about the Souls series.
In the next part, I will talk about 2D and 3D art, sound / music, level design / boss fights, play - testing, getting the game onto an iPhone (Xcode), and the final crunch to the finish — the much juicier — and rewarding - parts of game making.
well I guessed he only based it on gameplay and ONLY fought the first boss: (Well I understand the thing about controls, but he should really go watch it on youtube or something, the cinematic feel of the game is too much to pass on...
Even during my second playthrough on Hard mode I haven't found even the tougher boss fights to put up much of a challenge.
The DLC doesn't add much either in terms of boss fights.
And while you can always look at your boss fight time attack for a numerical encapsulation of your skill, the much more important aspect of each performance is the feeling of overwhelming power on each turn, each double jump, and each perfectly choreographed dance around a stage of enemies and projectiles.
Unfortunately, they're difficult as all hell, and one actually comes RIGHT between a fun part of the game and a fun (and much easier) boss fight.
When exploring levels this isn't so much of an issue, but this kills the pacing of boss fights.
It wouldn't be too much to write a profile on all of the modes for clarification or at least put some text or separate things into bite - sized pieces so you can see the character roster, all of their movesets, an example of a boss fight and such... You know the more I write this I'm realising that my problem is more with the article than your videos (if you write this, you can still take notes maybe — still note that playthroughs don't appeal to some folk as much as seeing the systems that the game presents).
While I still can't tell you shit about most of the bosses and why I was fighting them, the main ideas behind this game are much clearer than they were in dark souls.
The boss battles themselves are a piece of cake, and that's when your facing giant creatures, most other battles you'll fight much smaller enemies but there in there numbers.
As the first boss goes down without much of a fight, the unlockable upgrade now gets «unearthed» for future playthroughs, allowing the player to discover the ability without having to repeat the same boss battle every time.
Sure, you can bump the game up to hard mode, but playing on the default difficulty I found myself steamrolling the majority of the boss fights without much of a resistance.
I've not had much playtime this week but I have been playing Metal Gear Rising and the boss fight with Mistral is still one of the most fast - paced, enjoyable battles I've experienced in gaming (with an awesome soundtrack to boot!)
With mostly skeletons and spiders, enemies aren't particularly varied either, and even the boss fights don't offer much in the way of a challenge, being very easy to defeat.
Best of all the gameplay is so much fun, especially the epic boss fights and character attacks.
However, every player within a Guild must combine their progression in order to collectively accomplish a certain figure to earn trophies such as Guild Battles for defeating members of another Guild during 10 online ranked or player matches; Guild Sparring for fighting with another member of your Guild in 50 online ranked or player matches; Boss Damage for inflicting 20,000 in total damage during boss battles; and much more besides, while players are rewarded with a Guild Mother Box for earning a trophy.
I liked Arno's fragility so much that I didn't take any health upgrades until the final boss fight — combat should feel dangerous, but it shouldn't feel quite so out - of - control.
A general lack of challenge, even during boss fights, doesn't help much (though not without their fair share of goofy fun and rad music), and the game is also quite short, taking only a handful of hours to not only finish the game but uncover most of the secrets.
The rest of the boss fights are either ok, or a few ones I love so while Dark Souls had no fat, here there is too much.
This doesn't apply so much to the end of level fights though as the boss characters are not only quite varied in their design and how they must be defeated but they are some of the stand out characters in the game full stop.
The visuals are superb, the level design is amazing, the amount of content is huge, the replay value and multiplayer is great, the music is worthy of awards, it innovates on Donkey Kong Country Returns and adds so much in terms of new abilities and level designs and the boss fights are a lot of fun.
Shovel Knight must fight through a crew of bosses called the Order of No Quarter, with themes much like bosses a Mega Man game — right down to the naming conventions.
Bosses have a ton of health, too — and usually that isn't much of a problem except that one fight that dragged on for more than 35 minutes because the boss kept healing himself.
Secrets are still being unearthed, much of the lore has yet to be agreed and rumours whisper through the net about everything from werewolf modes to hidden boss fights.
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