Sentences with phrase «challenging dungeon design»

The clever and challenging dungeon design was a very welcome change when compared to the no - brainer dungeons in Phantom Hourglass, the touch controls were revamped so they actually worked, and the dynamics / interactions between Link and Zelda over the course of the game finally gave players a look inside the series» namesake.

Not exact matches

Some are much harder than others, with Sector Eridanus being the standpoint in terms of dungeon design, but this challenge is important both gameplay-wise and narratively.
The dungeons themselves are well - designed, with an adequate — but not insurmountable — challenge, and plenty of secrets to find.
[17] GameSpot praised the design of the dungeons, the participation of Princess Zelda in this adventure, and the diversity of sidequests, but argued that the game wasn't too challenging.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
The game design provides considerable challenge, but level design devolves to cruelty in the cave sequences approaching the final dungeon (although players can exploit a bug in the overworld to counteract this).
It's employed constantly throughout the game, never in a way that feels cheap or forced, but in a manner that challenges you to consider what is possible given this new ability, some well designed dungeon layouts, and a plethora of items.
I could get past the horribly designed «raid» dungeons after you beat the game (Not talking about The Pitioss Ruins, that was fun / challenging, sometimes annoying with clunky controls but different and rewarding in the end)
Dungeons may be briefer and lighter, but they are challenging enough to cause sighs of amazement whenever their puzzles are solved, and also widely original in their design.
Inspired by video games such as Dark Souls, Diablo, and Monster Hunters; Preta: Vendetta Rising is designed to be a challenging hack and slash dungeon crawler with various multiplayer modes.
Luckily, the dungeons are well - designed and at times, somewhat challenging.
Majora's Mask also includes some truly challenging and exemplary dungeon designs, several bosses likely to stick in your head, a plethora of fun minigames, a brilliant soundtrack and an amazing suite of masks, which both provide extra motivation for the game's already unmatched sidequests and house the major gameplay - defining hook of the whole adventure: the ability to transform into three of the most iconic races in Zelda history.
Despite the game becoming somewhat challenging in later dungeons, its simplistic nature would suggest its not ideal for players more accustomed to games with more intricate gameplay design.
The overhaul of the game's dungeon design also compliments the open world concept and allows players to tackle challenges almost entirely how they see fit.
Main story dungeons are something else entirely and much better designed, with simple yet fun puzzles and challenges centered around specific mechanics.
Making your way through the game you will explore randomized dungeons and have special random encounters — custom - event challenges that happen during the course of a mission, designed to test your skill, nerve, and teamwork.
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