Difficulty: Not being able to blow
away weaker enemies with the wave of a wand should make my Dark Souls run harder, but so far, with one exception, it doesn't feel that way.
Not exact matches
He never «hit» him... he pushed him and from the
weakest possible of positions (and don't forget this is AMAC who is no terror in anyones reckoning) Anyhow, are you telling us you never saw a defenseman push an
enemy player
away from the net like that?
Likewise,
weaker enemies will run
away upon seeing you, making the world feel immersive.
Not only that, but
enemies require nothing more than some routine dodging, locating their
weak spots, and smashing
away at them until they run
away to recover a bit or die.
Attacking while this gauge is displayed will cause it to decrease its value, and once the
weak gauge is completed, you'll be able to perform a set of very powerful attacks that will either defeat the
enemy entirely or take a large chunk of their health
away.
When
enemies get
weak or are far
away, new «reactive» attacks, also known as «press triangle to smash» are also an option.
In about eight out of ten encounters you'll just position your
weaker fighters behind your warrior and your dwarf and slug
away until the
enemies are pulped.
It has the standard trappings of the genre: Weapons that get stronger from power - ups dropped by
enemies, a secondary screen - clearing super attack with limited charges, and boss battles where you hammer
away against a beefy target with patterned attacks you have to learn how to dodge while watching for exposed
weak points.
Only JRPG I've played since Skies of Arcadia is Persona 3, which I'm still grinding my way through, and I do love the
weak enemies running
away from me.
Not to mention your character automatically aims for the closest
enemy, so if a more dangerous
enemy is just a little further
away from a less worrisome one, you won't be able to attack it until you either move closer to it or destroy the
weaker enemy.