Sentences with phrase «better combat moves»

Some of these are more functional, such as more health, or better combat moves, but something such as a double wallrun, or a quickturn feels as though it should be available from the start.

Not exact matches

This design aim has generally been achieved, but there are inevitably some tensions between the more dynamic GLA and the small and slower - moving London Boroughs — e.g. over plans to build more affordable housing to combat the capital's crisis of housing costs that are well above ordinary Londoners» ability to pay.
As a combat athlete I need to move well and be able to control my own body before I can hope to control someone else's.
Tony and Rhodey both come equipped with their own distinct assortments of fully customizable, earth - shattering weapons, as well as vicious melee combat moves, all of which will come in handy against the likes of Crimson Dynamo and other classic Marvel foes.
The fast combat that has u flipping around and attacking enemies with you disc is enjoyable and feels good to get in a strong combo is multiple moves that you learned.
The RPG elements are few and far between but they do a good job of keeping things fresh by introducing new combat mechanics, moves and perks throughout the experience.
The combat in the game has also been done well, and the brutal moves you can pull off really do a great job of being satisfying.
Besides special attacks combat is handled pretty regularly, you have light and heavy attacks along with some magic moves as well.
Levelling Frank up will unlock new combat moves and combos to fend off zombies, as well as boost his health, movement speed and amount of items he can carry.
In addition to the team - based moves just discussed, the dialogue quips between the turtles during combat are fantastic (if slightly repetitive by the end), and the turtles» lair has never looked better.
Every move in combat now uses up some of the Soul Gauge — a series of up to five dots which build up when you exploit an enemy's weakness, but which disappear when the enemy gets the best of you.
It has been confirmed though that Bayonetta 2 will continue the art style and gameplay from the previous title, which was based on fast paced third person combat featuring signature pistol moves, magic attacks, and melee combat as well.
A little like Dark Souls or a fighting game, combat in Monster Hunter is rarely a simple equation of strong weapon against weak enemy, but a well - rehearsed ballet of move recognition, timing, and environmental awareness.
Move past that basic set of elements, though, and you start to see the quirkiness that is quintessentially SEGA: old - school combat where you initiate enemy encounters with random punks on the street JRPG - style; mini games that involve cooking noodles to the correct hardness and following the rules of the road with passengers in your taxi; and best of all, a ton of missions that just come out of left field, like helping a student cram for his exams by answering questions about physics and grammar.
While Warner Bros. had dominated the period action / swashbuckler genre with their in - house star Errol Flynn in monster hits like Captain Blood and The Sea Hawk, Fox was taking modest pokes at the genre in non-oceanic outings like The Mark of Zorro — one of the best period action films of the forties, and arguably the pivotal film that made Fox chief Darryl Zanuck realize that film's star, Tyron Power, could move closer to boats, swords, and more bare - chested combat.
If you want to learn more about the whole debacle, check out these links below, which delve into DeVos» original decision to consolidate the federal student loan program as well as MOHELA's recent moves to combat it:
And it hosts a truly forward - thinking JRPG - borrowing a real - time combat system not unlike Final Fantasy 12's, but better unifying your party members with devastating combo potential and an affinity system that powers the strongest moves.
There's a parade of well - designed foes to keep you on your toes, and while a few of them are a touch frustrating, such as armored military goons who constantly block your assaults and wield guns for annoying attacks from off - screen, they generally succeed at providing a good challenge, each featuring a range of moves that must be committed to memory so as to best effectively combat them.
The idea with the video was to showcase Fable III «s revamped «dramatic» combat, which features dynamic real - time camera movement as well as new finisher moves to inflict upon your foes.
These two sections go into a good level of detail in describing how to pull these moves off and when best to use them in combat.
It's an incredibly clever system that forces you to seriously evaluate targets at the very beginning of combat, as well as having to weigh up every move.
In combat the dodge, side - step and even parry never feel as precise and responsive as they need to, as talked about, making it less about reacting to an attack and more about tapping the dodge button well in advance of an assault so that Geralt can actually get moving.
Apologizing for anyone that's left out in the cold by the decision, Webster says it's for the best in the «grand scheme of future plans» and that «the vast majority of the team are already busy planning the future of modern combat,» a future that was hinted at last October when executive producer Sion Lenton said they're «already prototyping new features» and that Codemasters» Ego game engine is «moving forward in leaps and bounds».
You have 2 different weapons, as well as bare hands combat... all with their own move sets, as well as ways to modify the weapon attacks for different approaches to different situations.
Each spell, and each of three available combat moves, has a few tiers each, with each tier having two smaller upgrades as well..
«With mo - cap we have a better base of realism, without directional combat we have more freedom to explore more styles and moves,» explained studio head Tameem Antoniades.
Unlocking new moves for smoother traversal of the cityscape is satisfyingly rewarding and clearly reflected in the controls as you add to your parkour repertoire; enhancing your combat abilities is also a necessity, as there's a much heavier focus on engaging enemies in this game than the first, which isn't necessarily a good thing.
Divinity Original Sin Enhanced Edition offers a well written, rich story, in - depth character customization and tactical combat that keeps you planning out your next five moves before your first has even finished.
Combat is definitely better with Move, but can easily be mastered with either control option.
The dungeon segments make good use of the right analog stick on the new 3DS, and while moving in this manner enemies you make contact with will trigger the traditional turn based strategy combat for which the series is known.
Besides the base combat, there's Synergy Burst, you can activate this once your Synergy bar is filled to perform stronger attacks as well as a super move.
This includes combat moves as well as voice lines on character select and during the in - between screens of the new Team Battle mode.
Game Features: Seamless PlayStation Move gameplay, full 3D support, optional dual controller combat, fantastic musical score as well as plenty of fun character unlockables and weapon upgrades to aid you in your epic battles!
In the game, two combatants duel in a good size arena where the entire space is open game to jump around like any good ninja would do, throwing daggers or pull off up - close combat moves.
Combat is okay, but limited in depth and focus moves that are used to chop limbs off the Ravenii are quite good for the first hour but soon lose their appeal and become a real chore.
Combat feels intuitively fluid in the way that the best tactical RPGs do: characters go down in just the right number of hits (too many would lead to tedium; too few would be frustrating), move far enough for squishy characters to be vulnerable, but not too vulnerable; and so on.
Although the two games are somewhat incompatible, Ryu's special moves will, more than likely, make the transition to Smash Bros «open style of combat well.
Players will need to learn and master hand - to - hand combat, as well as weapons - based fighting moves to take on the never - ending slew of opponents looking to prove their worth against them.
It still boasts some of the best combat mechanics around in a game that moves both horizontal and vertically across engagement ranges.
Combat mode is turn based, where the brothers have basic attacks of using jump and hammer, as well as also having access to Bro moves that require the two to double up on the attack, costing BP points as they unleash some powerful attacks.
After all commands have been entered, combat resumes and the player can move up and down to dodge attacks and better aim their attacks.
Moving back to 2D combat was the best move for Mortal Kombat after some clunky efforts at 3D play from a couple of generations ago, as it has allowed the team to focus on linear combos and giving the attacks a brutal characterisation behind them.
It's not the most high - minded sci - fi tale, but it works well enough as a means to move the player between combat scenarios.
I like some of the more unique QTEs on display in The Order as well, such as the ones that require you to move a cursor to a pre-determined area, or the back - and - forth melee combat with the bigger Lycans (I seemed to have enjoyed these sections a tad more than my friends above).
Among the new additions to the classic formula is the ability to peek from cover to take shots by moving close to the edge and aiming — which is great and was a long time coming, a grappling hook to quickly navigate through Zero - G environments, which is practical and works quite well, and a new focus on stealth, as some stages give players the option to sneak about and gives them a visual indicator that lets them know how aware enemies are of their presence, so that they can avoid combat or take out enemies silently.
One of the best bits of the combat is the power of the Musou attacks, the iconic super-powered moves that allow you to carve through hordes of enemies with ease after filling your Musou bar.
As was the case with Master of Shadows, «combat» is best avoided consisting as it does of an imprecise parry move which will give you a second chance to finish off your foe.
There are a lot of things that work really well in the Arkham series: free - flowing combat, predator gameplay, that don't directly translate well to something where you have a limited amount of space to move around in.
«Sleeping Dogs has one of the best melee combat systems out there — it's super brutal with devastating takedown moves, and when added to UFG's proven heritage in driving games, a first class story and the vibrant backdrop of the Hong Kong underworld we get a fiery recipe with fun written all over it,» he added.
Moving can get tedious, and there are times I wished for an analog stick to better maneuver the hallways without tap - tap - tapping, but this is made up for in the combat.
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