Sentences with phrase «combat feel clunky»

The combat felt clunky and shallow in the original game, this time round it is smooth and delightful to play.
The game lacked in content, the combat felt clunky, endgame felt repetitive, and bugs ran rampant.

Not exact matches

Worst still, the combat controls feel clunky and dated.
While the previous games in the series were known for their clunky controls for shooting and melee, Naughty Dog has greatly refined the look and feel of the combat which makes them much more immersive and less frustrating.
The issue with the combat is that it feel clunky and at times, difficult to master.
In addition the online servers are now global so you can play with people from all over the world and the combat has been re-worked, speeding up the whole process and allowing you to combo different abilities into one another which makes it feel a lot more fluid and less clunky than its predecessor.
The gameplay feels stale, the combat clunky, the quests repetitive and dull, and there are an astonishing amount of problems within the game.
The controls, while easy to learn, still felt clunky in combat.
I want to say the combat works really well, and there are many things that ACE has done right with it, but first person fighting has always felt clunky to me.
Combat has also received a makeover that feels sturdier and less clunky as you attack and parry your way to victory.
The control scheme is competently handled, although movement can feel a little clunky and those unfamiliar with this kind of game would be advised to start on a lower difficulty setting until they feel comfortable juggling the tactical elements with the straightforward combat.
Against the majority of enemies, and in close quarters, the clunkier controls do a splendid job of creating intense and challenging battles, but in certain instances, especially some boss fights and quick enemies, the lack of a sprint feature can make combat feel unfair and unbalanced.
Being a 17 - year old RPG, it's not surprising that there are random battles - my beef with the battle system is that its real - time combat just feels clunky.
The combat is far less fluid, moving the character in the world feels rather clunky and you will often find yourself jumping off unattended buildings or obstacles and unintentionally running up random walls, especially when you're in chase.
-- Estimated playtime 90 hours (90 % completion), without NG + (needed for throphy and optional dungeons)-- Game «setting and world building: persona like — Story and Naration: kiseki like — Combat mechanics: YS VIII like — Animation 3d model: the model desain itself great more like Akiba's trip though the animation (outside battle) feel clunky (persona 4 golden better for animation)-- Enviromental textures: this the only area feels like impacted by vita limitation.
The story is interesting and always leaves you with a feeling that you don't know who to trust, the puzzles and exploration are great for a VR title, and the combat, whilst a bit clunky to begin with, is actually surprisingly solid once you're used to it.
Since you're largely limited to very short range weapons like your pickaxe, combat ends up feeling clunky, especially when most enemies rush at you or fire projectiles.
The axe combat can feel a bit clunky.
The zombie combat all takes place in third - person, and it feels way clunkier than the responsive first - person shooting.
That work includes improving the feel of combat as well as which inputs take priority to make combat feel less clunky, making different weapon identities feel more distinct, and striking a balance between action - based mechanics to keep skill in combat vital and RPG mechanics to make progression feel rewarding.
Pros: Well - defined stealth gameplay, watercolor art style, Assassin's Creed feel Cons: Combat is clunky, repetitive structure, braindead AI
Where the game is less successful is in its spells and ranged combat, which feel altogether clunkier and less nuanced than fighting up close and personal.
Handling of weapons and gadgets generally didn't feel tight and responsive and often resulted in a clunky feel to combat.
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