Sentences with phrase «character around the battlefield»

The gameplay is fairly straight forward and will be familiar to any strategy game player: You order your characters around a battlefield, trying your best to flank them and get off shots before it's their turn.
- you can manually maneuver your characters around the battlefield - if you have an energy wave that shoots forward in a straight line, you can now move into the best place to strike - environments you visit in The Lost Sphear will offer more diversity when compared to I Am Setsuna - the world is composed of different cultural regions - one is based on machinery, while another is focused on magic - the imagery of the moon is still a consistent visual theme tying the game together - the team is aware I Am Setsuna's skill system created problems for some players, and it is working to tweak it here - the game will have inns where you can rest to restore your health and magic - there are more unannounced features to be revealed

Not exact matches

Last but not least for this section, the Weapon Triangle also shows it's face, which means while it's all well and good using the same character over and over again, it's not when you're on a tough to beat level and you insist on using a unit that is weak against the unit you are fighting like using Chrome against Hinoka, or Cordelia against Takumi as Archers can take down fliers in no time at all, but I have to admit, there really is nothing quite like flying around a battlefield, waiting to strike on an unsuspecting victim, even if that victim is an archer.
You can have your characters take cover behind the well - known brick blocks so that you don't get hit, and there will be warp pipes around the battlefield (that have been given the Rabbids flair) that you can use to get around and flank your targets.
Additional Mario - themed elements like sewer pipes that transport you around the battlefield and chain chomps that take a bite out of the nearest character offer more wrinkles to the gameplay, and reinforce Kingdom Battle's unique identity.
Normal combat requires the player to hack and slash foes, while balancing out magic and allies, while another mode put you in on the battlefield, controlling a squad of melee soldiers and a squad of ranged soldiers, who you could actively rotate around your character.
This strategy can be used to quickly jump around the map, or even to take down tough bosses by thoughtfully placing characters at strategic positions on the battlefield.
EA wasn't fooling around when they tapped DICE to handle this, even if the modes offer a completely different look and feel can give gamers a sense of disconnect between the two, as the character models, weapons, environments, and what not, have that «Battlefield «look and feel to them.
Child of Light makes a few changes to the basic Grandia system — you only have 2 characters at any one time (Grandia had a 4 person party) but you can swap characters in and out mid-battle with ease, there is no positioning aspect (in Grandia, allies & enemies moved around the battlefield & different attacks had different ranges & areas of effect), ALL attacks can interrupt enemies (in Grandia, only specifically marked interrupt abilities did this), and you have a firefly friend who can slow enemies down.
Judges are neutral characters who wander around the battlefield, enacting laws prohibiting the use of certain elements or weapons, making players switch up their strategies on the fly.
Last but not least for this section, the Weapon Triangle also shows it's face, which means while it's all well and good using the same character over and over again, it's not when you're on a tough to beat level and you insist on using a unit that is weak against the unit you are fighting like using Chrome against Hinoka, or Cordelia against Takumi as Archers can take down fliers in no time at all, but I have to admit, there really is nothing quite like flying around a battlefield, waiting to strike on an unsuspecting victim, even if that victim is an archer.
Well, your characters will move around the battlefield to carry out their attacks, causing their formation and positioning to change every turn.
Players will run around a battlefield as the most badass character in the conflict, swiping down hundreds, if not thousands, of insignificant enemies while completing sub - and main - objectives littered around the map.
Playing as each of the different Locust characters feels different, too, as some of the bulkier classes move around the battlefield sluggishly and rely on powerful melee attacks to take out opponents.
The core gameplay in Anomaly 2 remains practically the same with you controlling a human character you can move around the battlefield while your squad moves along a path you select.
The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script — the AI will actively maneuver and seek out ways to get at your most vulnerable characters.
Moving on to exclusive features of the PS4 version, we see the battle system, which includes two different styles: the free movement mode that lets characters move freely around the battlefield, and the auto camera battle that gives the turn - based fights a more cinematic look.
There are a handful of other battle enhancements, including some unusual new playable characters: Juno, a magician who can travel around the battlefield as a ghost if she dies; and a member of the antagonistic Dredge, who joins your party in opposition to their race.
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