While combat feels lackluster due to the horrid animations and drowsy movement speed, there is something to latch onto.
While the combat feels as satisfying as ever in Guacamelee!
While the combat feels good, the missions themselves are largely a hit or miss.
While the combat feels a bit snappier and more reactive than other games in the series, particularly the ranged weapons, which make Monster Hunter feel closer to a proper third person shooter than ever before, it's still very much the strategic, methodical combat that's long been a hallmark of the franchise.
Not exact matches
One thing is certain to a pastor: the only parishioners fighting the old battles are old themselves, their
felt banners frayed and their guitar strings broken,
while a young battalion is rising, with no animus against the atrophied adolescence of their parents, and only eager to engage a real spiritual
combat in a culture of death.
While some may
feel the need to enroll their children in toddler exercise classes to
combat the effects of inactivity here are some easy frugal options to help your toddler.
While a 2011 Pew Research Center report revealed that a majority of Americans are apathetic or disapproving of the post-9 / 11 wars the military fought or is fighting, at the same time, Americans simultaneously
feel «pride, gratitude, and confidence» towards the more than 2.6 million troops who have served in
combat zones since 9/11.
Most branches of the military perform this test
while wearing boots and
combat trousers to make the test more realistic but don't
feel you have to copy them!
While some may have mixed
feelings about the
combat comeback (my husband recently asked me if I was going for the Seattle grunge band look, and luckily, I happen to be a serious Nirvana fan and the 90s will always hold a special place in my heart), I'm welcoming these stompers with open arms.
To
combat the 20 + minutes of groggy drowsiness I typically
feel after just waking up — during which time I used to sort of wander around aimlessly in search of food or the will to live — I pop my wireless headphones on and turn on a workout playlist
while I get ready.
I am a huge fan of the original Prince of Persia trilogy, and when I heard about this game I was a little worried that they would change to much of what made the original games great, and I was right, the gameplay has been completely destroyed, platforming is awkward do to too may actions being mapped to the same buttons,
combat is tedious and unenjoyable, it's EXTREMELY repetitive, having to search around for light seeds just to advance the plot is stupid, and do to the fact that you can't really die the whole game just
feels like trial and error, and the new Prince character is completely unlikeable,
while they messed up most of the game it's got some good things going for it, the voice acting is solid, the graphics are beautiful, and the ending does have interested in seeing where the story goes from here, but I'm not sure if I want to pick up the next game they come out with, this was a huge disappointment and isn't worthy to bear the Prince of Persia name.
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.
While exhilarating during
combat, you
feel led by the hand when traversing levels, with only one or two path choices to make - and in a gaming industry that currently endorses exploration as a key element, this
feels a bit limited.
Monster Hunter: World manages the balance between staying true to the series» ideals and the addictive loop of
combat with intimidating monsters and meaningful upgrades that fans love,
while also taking a dramatic leap into a look,
feel, and size that
feels truly new.
My main gripe is the
combat feels like I m playing guitar hero, trying to excecute my combos
while the monster is just doing its own thing.
Combat feels to repetitive and boring,
while whole leveling system and upgrading is to blown out of proportions and
feels more like time - waster than clever made system.
The teens I know accepted the
combat as a given,
while their elders, bewildered, and looking for a little meaning, interpreted the story as a representation of how kids
felt about the competitive traumas of high school; or as a metaphor for capitalism, with its terrifying job market and winner - take - all ethos; or, more simply, as a satiric exaggeration of talent - show ruthlessness.
Nioh moves Souls - like games into their own genre by expanding the vocabulary of
combat mechanics and gameplay systems
while keeping a structure, flow, and
feel that align with From's signature games.
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.
While the previous games in the series were known for their clunky controls for shooting and melee, Naughty Dog has greatly refined the look and
feel of the
combat which makes them much more immersive and less frustrating.
Severed, $ 6.99
While technically being first released on the PlayStation Vita back in April, the iOS release of Severed
felt like the true homecoming of Drinkbox Studio's slashing epic, as its touchscreen emphasis for exploration and
combat was perfectly suited to the platform.
It really does
feel as though the original game was just a demo to get people's thoughts on the
combat;
while the sequel took those ideas and expanding them into a proper action game.
While Troy's
combat won't
feel particularly foreign to fans of the Warriors franchise, its setting and narrative offer a refreshing departure from the Three Kingdoms and Feudal Japan focus of previous games.
While the
combat might
feel familiar to veteran gamers of that genre, Code Vein offers an intriguing anime - like art style and a few nuances all its own, like Mia, who can heal you a few extra times before you fall.
And
while the game presents a slick RPG experience, dynamic
combat, and plenty to explore and do, the focus on more generic fart jokes and lack of depth of South Park «history» jokes leaves the game
feeling more video game generic, and less South Park specific.
The
combat feels familiar in some ways,
while also providing many nuances that set it part from its spiritual predecessors.
Compa, for example,
feels like a legitimate
Combat Medic thanks to Item Skills,
while Defensive Skills mean that Blanc can finally taunt enemies and put her tanking stats to good use.
The game's world, and more importantly the characters,
feel expertly nuanced, and
while combat can
feel slow at the onset, I got the impression from the game's progression system that this won't always be the case.
The driving is as gloriously reckless as you remember from the movies,
while Max's Arkham - lite
combat style
feels punchy and downright frenzied at times.
This Uncharted title,
while featuring a lot of
combat,
feels more like an adventure game than the previous titles.
In some ways Ni No Kuni II
feels like a game that's struggling to find its identity as it clings to archaic designs from yesteryear (restricted save points, a chibi - style overworld, fetch quests, and level grinding)
while also innovating in clear ways (fluid real - time
combat, seamless exploration to
combat transitions, liberal fast traveling, and a creative kingdom management system.)
While I do really wish they'd kept the familiar system in some form, the fluidity of real - time
combat feels like a fair trade off if they weren't able to incorporate both.
While the standard face - to - face fare of
combat offers a lot of freedom to your playstyle, grounded
combat feels awkward and unnatural.
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.
While the
combat is better now and
feels more fine - tuned for group encounters, the level design is a step back especially if you hate the procedural generated design that is commonly used in many of the current dungeon crawlers.
The
combat can
feel overwhelming
while facing multiple foes and the visuals get rather stale after a
while but these minor points are the only things holding Apotheon back from being a perfect 2D adventure.
As a result,
combat begins to quickly
feel repetitive as you continously hammer out the same string of inputs, and
while the different enemies do a decent job of keeping you on your toes, by about half - way through the game I rarely found myself having to go into the Combo Lab and change - up my Pressens as I had already combos built for the most common scenarios.
The lack of depth in the gameplay can at times be frustrating, but there is also something to be said for the focus on spectacle: the close - ups during
combat, the brilliant animations and look of ferocity on Monkey's face all contribute to the fact that Enslaved really does look and
feel amazing in action, even
while you're wishing there was just a little more to it all.
Fallout 3's
combat is very impressive.FPS and action RPG fans will
feel right at home
while playing this game as it caters to both parties extremely well.
While the hand to hand
combat is as silky smooth and fast as ever fighting other tanks
feels clumsy and lifeless.
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.
Using magic during
combat also
feels lackluster: unleashing an icy bolt to freeze enemies doesn't
feel like you're doing much more than throwing an ice - cube at someone who mildly annoyed you,
while setting foes alight with your Nova attack involves you creating what looks like a pile of gellatine at your feet before unleashing the attack which doesn't so much set fire to enemies as generate some weird particle effects.
However, in the case of Battlefield this is neither a long nor good campaign, and after four hours of playing I was sadly left
feeling completely ambivalent to what I had just experienced: nothing stood out in my memory, and
while I enjoyed some of the encounters for the most part
combat felt mundane.
While the
combat and level traversal is similar to the Arkham series, it does not necessarily
feel that good.
I did
feel that the rest of the
combat system was great and Ubisoft did a fantastic job of making enemies not shoot you in the face every two seconds
while in the middle of a fight, kind of like what they would have done in real life.
The controls,
while easy to learn, still
felt clunky in
combat.
Whereas in Zwei II the differences between Ragna and Alwen's
combat styles were apparent and useful from the start, the ability to switch between Pokkle and Pipiro
felt less necessary in Arges for the first little
while.
While I enjoyed exploring the world and seeing some of the characters the Incredibles playset often involved fighting and I felt combat got tiring after a while particularly when it is so repetitive, though the playset did have its benefits to Disney Infinity as a w
While I enjoyed exploring the world and seeing some of the characters the Incredibles playset often involved fighting and I
felt combat got tiring after a
while particularly when it is so repetitive, though the playset did have its benefits to Disney Infinity as a w
while particularly when it is so repetitive, though the playset did have its benefits to Disney Infinity as a whole.
So,
while the
combat and shooter aspects of the game
feel competent they unfortunately do nothing new or innovative insofar as the mech genre is concerned.
While new additions like Mega Evolutions and fairy types have made things
feel fresh, it seems the overall turn - based strategy
combat hasn't changed much.