As a result, you tend to glide through combat by guzzling potions to compensate for the lumpen blocking mechanic, and even when you get to more
challenging boss encounters where enemy healing and shielding threatens to become an issue, you can almost always progress through sheer gluttony and overkill rather than by having to think too deeply about what sort of combat approach to take.
When battles become more difficult, players can choose to cooperate with up to three other players through online (ad hoc) play in the Hollow Area and create a formidable raid party to take down large groups of enemies and more
challenging boss encounters.
In Boss Rush mode, players battle through
challenging boss encounters consecutively, while Time Attack mode encourages time - based gameplay and provides online leaderboards that track the fastest times for each game.
Anjanath is the first major, full - on, properly
challenging boss encounter in Monster Hunter World, and this dinosaur lookalike won't go down all that easily.
Not exact matches
Also, the game's ending and final
boss are great, albeit not very difficult, the
encounter offered more
challenge than anything I previously faced.
The level of difficulty is yet another aspect that will be changed, the gameplay is said to become more
challenging, with epic
boss fights and memorable enemy
encounters.
The only truly
challenging encounters are the special
boss fights — and often then the
challenge is staying focused through a seemingly interminable slug-fest with an enemy whose stamina bar depletes far too slowly.
As detailed last month, The Old Hunters
challenges players to explore entirely new environments, including a monolithic clock tower, filled with Bloodborne's traditional blend of risk, reward and frightening
boss encounters.
Once you've geared up, you can attempt the new PvE
challenges, including new Delves (sort of a story - focused dungeon which can be tackled either solo or in a group),
boss encounters, and a new 12 - player Trial (ESO's equivalent of raids).
As usual the game tries to mix things up with a range of deranged human opponents and
boss - like «psychos» but the culture shock of coming up against an enemy that actually presents a
challenge is often jarring, and humans
encountered elsewhere on the map seem as curiously resistant to damage as the zombies are prone to it.
Hard mode carried me a few more hours and then I finally landed on Normal where the enemy
encounters would rarely get beyond my first round of attacks but the
boss fights were still extremely
challenging.
In terms of level design and
boss encounters, I think I would probably give a slight edge to NSMBWii over the vanilla NSMBU campaign, but better co-op, the Nabbit chases,
Challenge Mode, and the Weegee DLC put the latter way over the top for me.
Well there's a little
challenge, but the point of the whole game is knowing that you have a choice whenever you
encounter enemies and
bosses: you can beat them to a pulp or you can spare them by giving mercy.
The combat is
challenging and addictive, and the game truly asks for your best against the more difficult
boss encounters.
Though the old tradition of one
boss per world means that such
encounters are limited at six, each one of them provides a clever
challenge that's full of creativity.
Though this Raid Lair is shorter - there are effectively one main puzzle and a
boss, meaning you can reach the final
encounter in around 30 minutes - the
boss is a
challenging and complex set - piece that could take you two to three times that to complete.
None of the
boss encounters are particularly imaginative or
challenging — a shame, considering the unique, historical personalities that end up looking down the business end of your six - shooter.
Even
boss encounters, though grand in scale, are less than a
challenge, and none require more than one attempt to defeat.
As detailed last month, The Old Hunters
challenges players to explore entirely new environments, including a monolithic clock tower, filled with Bloodborne's traditional blend of risk, reward and frightening
boss encounters.
For randomly
encountered enemies, an auto - battle feature often takes care of baddies efficiently, while more
challenging fights against
bosses and FOEs, enemies found throughout dungeons that are often more powerful than you, require you to use your character's skills more efficiently.
Now the designers have the chance to fix this, and make the
boss encounters much more of a
challenge.
Five stages of thumb - busting intensity await, each jam - packed with fantastic 3D visuals,
challenging obstacles and epic
boss encounters, plus a second player can join in for local co-op thrills.
More
Challenging End - Game Mechanics - From now on,
bosses will be immune to certain cards, forcing players to adjust their strategy on
encounter.
Silent Bomber's multiple
boss encounters are one of its finer aspects, they are varied with each offering a different
challenge that will test players resourcefulness, reflexes, focus and determination with nearly all requiring multiple attempts to defeat, especially those later in the game.
The demo closed off with a rather
challenging encounter against the game's first really
boss.
After a few levels, you will
encounter a
boss that makes for a refreshing change to the gameplay, you have to use tactics and strategy on some
bosses but most are engaging if not a slightly repetitive but still, the
challenge makes the
boss fights very enjoyable indeed.
- Each adventure will vary in size, from simple 2 - 4
encounter challenges at early levels to sprawling multi-room dungeons full of side quests, hidden secrets, and even
challenging boss fights.
The
boss fights you'll
encounter are
challenging enough, but once I had the controls and strategies all figured out, it became second nature to dispense of each foe.
The
bosses you
encounter in each stage are where the design of the game truly shines, giving a lot to look at while engaged in a
challenging battle.
Your goal is to fight through a series of eight ever more
challenging encounters culminating in an epic showdown with a
challenging boss fight.
Final
boss encounters are meant to surprise and
challenge, but they often clash with a game's established pace and rhythm.
Fighting against the formidable Lords and Generals: Even regular opponents make up a
challenging duels; Over 15
boss encounters including giant beasts; Opponents include both supernatural beings and humans
Finally, Kirby will also
encounter boss battles at the end of each world,
challenging players with large monsters that want nothing but Kirby's defeat.
Encounters also feature the occasional
boss battle, which breaks up the gameplay a bit with
challenging fights that require players to think to defeat large enemies with unique powers, as well as gameplay variations, like requiring players to reach the end of a stage to win as enemies respawn endlessly, or escorting vulnerable NPCs to checkpoints.
The
boss encounters are by far the best part of the game, comprising lengthy,
challenging battles with classic TMNT cronies.
The standout element of the game are the
bosses you'll
encounter, and the game does a great job of giving you
challenging boss fights.
I found some of these
encounters to be even more
challenging than the
boss fights themselves.
However one small gripe with the combat is with the enemies, as they seem to be somewhat dumbed down for some reason and can easily be manipulated, although this can not be said about the
boss battles you
encounter which will give you some
challenge and sometimes it might even take you out a few times before you finally manage to take it down, but this is why the Tales games combat is so appreciated because once you do something that takes some effort you feel so rewarded once you pull it off which is not always standard in today's JRPGs in my mind.
The
boss encounters also make for
challenging battles that'll have the androids use all of their skills to take them down, and are often harder than the regular stages, as these require players to learn the
bosses attack patterns to survive.
Later you'll be padding out your troop numbers, participating in some of the best and most
challenging boss fights in recent memory (made even more exciting after the disappointments that were Devil May Cry 4's easy as pie
boss encounters) and battling back a fearsome rival force, but you have to crawl before you walk.
Past a certain point in the game you'll gain access to
Boss Challenges, which let you revisit any
boss encounter, or all of them in one long battle if you're up to it.
Playing on normal is rarely
challenging except for a handful of
encounters and
boss battles that will drive you mad with controller - shattering frustration.
The original Bayonetta was
challenging, but conquering its difficult
encounters and over-the-top
bosses was nothing short of satisfying.
There's nothing
challenging about it aside from initial
encounters with a couple of
bosses, but there's plenty to shoot at.
There's a bunch of playable characters with differing stats to play as,
challenging stages to hop «n bop through and big
boss encounters with familiar foes.
Every
encounter is a
boss fight that appears
challenging at first, but every
boss has a one hit kill weak spot.
3D World's
bosses are fun (the final battle with Bowser in particular is so full of energy it feels like something out of a Platinum title), but each of the game's eight standard worlds contains only one or two
boss fights — with many of the
bosses being repeat
encounters — and only a select few provide any real
challenge.
The few
bosses you
encounter throughout the game are extremely
challenging, to say the least, but if you learn from your deaths — and there will be many — then you will find yourself enjoying the
challenge presented to you.
Players sustain considerable
challenges when
encountering bosses, ruthless guards, eroding cover, and the large Lutadore who never really get a detailed background with the basic storyline, which contains many clichés.
This game gets major props for quantity and quality of different
boss encounters, ranging from total pushovers to major
challenges