Not exact matches
It
felt like much of the hand - to - hand
combat was moving in
slow motion for a purpose.
I certainly haven't given up yet and I will say that it was an enormous relief to get past the extended tutorial phase and start doing quests proper... tackling groups of large lizards and finally getting knee - deep in some
combat was extremely welcome even if the action still
feels completely stilted and
slow.
The game's world, and more importantly the characters,
feel expertly nuanced, and while
combat can
feel slow at the onset, I got the impression from the game's progression system that this won't always be the case.
It's a
slow game as the opening hours don't present a lot of abilities to utilize in
combat and specializing soldiers doesn't
feel like its making much difference out in the field, but as you progress a lot more options finally start to open up and those points spent in specific areas begin to
feel worth it.
Now, to be fair it's entirely possible the game is meant to be like this to give
combat a more methodical,
slow feeling.
The
combat also
feels much
slower on the PlayStation Vita.
That's mostly because the core
combat is so damn slick, though, so that pausing it to enter a
slow - motion mode
feels a little odd.
Combat is
slow, and
feels heavy in general, but moves can come at you deceptively fast.
It's a system that will
feel rather
slow as players will find themselves only being able to hit a enemy a few times in the beginning of the game before allowing your
combat meter or beat meter to refill before smacking an enemy around some more.
Aside from this, the
combat was just so smooth that it didn't
feel laborious to fight an enemy with a strategy you had used before; dodging the rush of a wraith before casting Yrden and attacking it in corporeal and
slowed form never
felt repetitive because it
felt powerful and deliberate, instead of monotonous.
The only bad part is that even with a bunch of moves, the
combat feels very
slow and unresponsive.
Combat in the game
feels particularly weak, with a targetting system that only somewhat works and the actual action of the scene
feeling pretty
slow - paced and weak.
Closest title to being cut from my list due to its
slow combat, inaccurate
feeling movement detection, and other flaws.
That being said,
combat in KZ: Shadow Fall is much
slower than other FPS's out there, since your character
feels heavier and enemies will quickly whittle you down with a couple of well - placed shots, so each encounter is more of a skirmish than run and gun.
The gun play also
feels really loose (not in a good way) and the
combat roll that's intended for dodging is so
slow I wondered if they just threw it in there for laughs.
The game controls reasonably well, with the climbing and
combat sections
feeling like a basic version of Uncharted, acting at a
slower pace.
Halo:
Combat Evolved is the one game in the collection that truly shows its age, as it
feels noticeably stiff and
slow compared with Halo 2 and its successors.
While
combat can often turn into a circling swarm, there were times when I actually
felt cool and tactical: launching countermeasures, swooping through debris to lose a tail, quickly
slowing down to drop back, and physically turning my head to put my missile reticule on my enemy.
The
combat is incredibly sluggish, with moves
feeling slow and unimpressive.
37 characters are playable (4 of which are unlockable) but each one plays and
feel different, some specialise in Melee, others long range
combat and some a combination of the 2, some fast and some
slow, but all are well balanced.
«Another issue I had is that movement and
combat all
feel like they're in
slow motion.
Melee
combat is a little flat by comparison, your humble spear
feeling oddly awkward and
slow in such a fast - paced game.