Sentences with phrase «combat feels as»

Last Recode doesn't lack in any way — the games do a nice job of having characters evolve naturally, and the narrative really doesn't need to rely on the kind of pacing it does early on when combat feels as if it is an afterthought.
While the combat feels as satisfying as ever in Guacamelee!
Combat feels as weighty as ever, and playing like a hack «n slash will still leave you dead in moments.»

Not exact matches

As businesses take more aggressive steps to combat sexual harassment, a new report from Bloomberg reveals that some hotels are giving their housekeepers «panic buttons» they can press if they feel threatened by a guest.
Even after season after season we see youngsters that Wenger has shown faith in establish themselves as key members of the first - team (Coquelin, Ramsey, Bellerin) some fans still question the player Wenger felt was ready to combat one of the best midfield's the world has ever seen at the age of 16 and was arguably the best performance a 16 year old has ever achieved!
I continue to feel ambivalence about the strategy of going after the Happy Meal toy as a means of combatting childhood obesity, a strategy that has been adopted via ordinance in San Francisco, as reported here a few weeks ago.
Remembering to have loose expectations, patience, and a positive attitude will help combat the overwhelm you may feel when things aren't going as planned — because, when it comes to parenting, things rarely do.
Political sensibilities sharpen, creating a war - like feel to society, as if we're combatting an internal enemy.
«I think that in the 1980s when I started out I felt as if I was in a bit of a jungle practising hand - to - hand combat with people and, to start with, people in my own party.
But JNRBM meets two important needs in science reporting: the need to combat the positive spin known as publication bias and the need to make other scientists feel better about themselves.
Furthermore, research has shown that drinking water can help increase your feeling of satiety and help you combat both cravings and overall hunger more easily, as well as reduce overeating.
Despite the environmental stress that comes with being in a combat zone, I was able to start my day energized, focused, and feeling great, with a full reservoir of willpower to spend on the decisions and actions I needed to survive and accomplish my mission as a Navy SEAL leader during wartime.
I train combat sports and I feel I am not injured as often, and I recover faster from both workouts and injuries.
Yesterday, I felt like I was coming down with a little sinus cold, probably due to the lack of sleep from travel and work, but I will combat what is brewing in my body with daily ginger shots and my special «kick your cold's booty elixir» otherwise known as my «liquid love».
Earlier this year, the United Kingdom appointed a Minister of Loneliness to combat widespread feelings of isolation, seeing as half a million Brits over age 60 report that in the average week they talk to nobody or only one person.
These are an excellent choice to combat the harsh cold winds and feel trendy as well.
To combat this feeling, I've started finding pieces from summer that I really love and focusing on working them into my outfits as much as possible.
As I got older, I felt the need to integrate face masks to combat every - day stressors.
While exhilarating during combat, you feel led by the hand when traversing levels, with only one or two path choices to make - and in a gaming industry that currently endorses exploration as a key element, this feels a bit limited.
The combat is responsive, and even when you feel overwhelmed it doesn't feel as if you can't complete it.
The game advertises as an open world game but feels on rails the entire time, The game is also very hard to find immersive, here i am fighting a giant combat robot that looks like a m1 abrams and i have to kill it by filling it up with arrows, it was pretty funny.
The movie perfectly captures the feel of combat which I have heard described as long periods of tedium, broken up by sheer moments of terror.
Game - play wise the DLC plays straightforward lacking customization and different ways to handle situations playing more like a handheld tutorial for most of the game, treating you as though you were too stupid to learn the basics of combat from the base game or earlier titles, However this could all be related to getting the player to use the new hacking feature in which you can now use situational hazards to stun enemies, however the concept falls shorts as most encounters when you will need to use hacking are scripted and would be more efficient in those that are not if you made use of your already acquired skills from the base game.Overall the DLC like the game is visually impressive and combat still flows well but you cant help but feel as though you have been cheated yet again.
The teens I know accepted the combat as a given, while their elders, bewildered, and looking for a little meaning, interpreted the story as a representation of how kids felt about the competitive traumas of high school; or as a metaphor for capitalism, with its terrifying job market and winner - take - all ethos; or, more simply, as a satiric exaggeration of talent - show ruthlessness.
Along with them though comes a deeply interesting narrative and fun hack - n - slash combat filled with quirky, unique characters who feel as involved in the story as you.
Severed, $ 6.99 While technically being first released on the PlayStation Vita back in April, the iOS release of Severed felt like the true homecoming of Drinkbox Studio's slashing epic, as its touchscreen emphasis for exploration and combat was perfectly suited to the platform.
As for the missions themselves, Blizzard did an excellent job of making them feel strategically engaging as both direct combat scenarios and as environmental puzzles, even when playing on the super-easy Casual difficulty leveAs for the missions themselves, Blizzard did an excellent job of making them feel strategically engaging as both direct combat scenarios and as environmental puzzles, even when playing on the super-easy Casual difficulty leveas both direct combat scenarios and as environmental puzzles, even when playing on the super-easy Casual difficulty leveas environmental puzzles, even when playing on the super-easy Casual difficulty level.
It really does feel as though the original game was just a demo to get people's thoughts on the combat; while the sequel took those ideas and expanding them into a proper action game.
Unfortunately, the lackluster gameplay keeps that depth from shining through and, as a result, you have a campaign that feels like the same one you ran through 10 years ago with the same characters and the same style of combat and feeling of glory — all with a new $ 39.99 price tag.
The combat is button - smashing at its finest, as the game doesn't try hard to make you feel skilled.
How characters fit into these styles of combat differs, but as is the norm for NetherRealm's games, most attacks feel hefty and deliberate at first.
As has been the case for many years now, the feeling of power that Dynasty Warriors provides as you send scores of foes flying with just a single attack, remains undiminished even today and proves to be an effective hook for enrapturing attention far beyond what its constantly retreaded arcade combat remit might otherwise engendeAs has been the case for many years now, the feeling of power that Dynasty Warriors provides as you send scores of foes flying with just a single attack, remains undiminished even today and proves to be an effective hook for enrapturing attention far beyond what its constantly retreaded arcade combat remit might otherwise engendeas you send scores of foes flying with just a single attack, remains undiminished even today and proves to be an effective hook for enrapturing attention far beyond what its constantly retreaded arcade combat remit might otherwise engender.
Combat isn't as deep as it could be, relying on special skills rather than combos, like most RPGs, but still does more to make you feel involved in combat rather than sitting there watching the action unfold without much input from youCombat isn't as deep as it could be, relying on special skills rather than combos, like most RPGs, but still does more to make you feel involved in combat rather than sitting there watching the action unfold without much input from youcombat rather than sitting there watching the action unfold without much input from yourself.
I think it's pretty, but it doesn't really feel like Castlevania at all, the combat never felt as refined as it should have been, and the whole thing just comes across like a soulless attempt to graft gameplay elements from other popular franchises onto this game.
The combat is the highlight of the game as you get the free flow combat that is identical from the console game and it manages to feel quick to your command and actually looks nice on the 3DS screen.
Combat feels satisfying throughout as well - timed skills tear through group after group of electric werewolves or floating aliens.
We want them to really feel the larger - than life enemies as they're exploring the expansive open world, combatting crime and collecting orbs.»
The controls just don't feel as tight and precise with the mech combat.
But you won't feel cheated by these flaws, as the new real - time combat system and action packed gameplay more than makes up for its shortcomings.
One on one combat does not feel even slightly as though you are in the moment and when you control a massive amount of troops on horseback attacking in formation, it does not feel like you are even there.
As for the boss battles, the developers have attempted to differentiate them from regular battles by attempting to use specific items to weaken them during battle, however they still don't stop the combat from feeling bland.
By trimming the fat Ubisoft have sidestepped a lot of the issues that plague their open world games, and progression and discovery both feel much more dynamic and natural here; the combat and other gameplay elements may remain essentially the same but when they're as tight and polished they are here, then hey, who's complaining?
The map variety, horse - riding, and various combat mechanics that are akin to hunting have allegedly instilled in players similar feelings as RDR did back in the day.
The driving is as gloriously reckless as you remember from the movies, while Max's Arkham - lite combat style feels punchy and downright frenzied at times.
Despite some clunkiness in the way the game generally controls outside of combat (it feels like a throwback to the PS2 era Silent Hill games), fighting ghosts is as fluid and fun as ever.
In some ways Ni No Kuni II feels like a game that's struggling to find its identity as it clings to archaic designs from yesteryear (restricted save points, a chibi - style overworld, fetch quests, and level grinding) while also innovating in clear ways (fluid real - time combat, seamless exploration to combat transitions, liberal fast traveling, and a creative kingdom management system.)
The combat even feels faster as well.
As an initiative to affirm and celebrate all kinds of gender expressions, #MyFemmeSelf is an opportunity to combat toxic masculinity and create a digital space where everyone can feel empowered to explore who they are and freely express themselves.
As far as the gameplay and combat goes, each character class has a unique feel in combaAs far as the gameplay and combat goes, each character class has a unique feel in combaas the gameplay and combat goes, each character class has a unique feel in combat.
Figuring out strong attack combinations, and which attacks to assign which momentum bonuses, is satisfying, and while the game throws a lot of terminology at you as more combat abilities unlock, it never feels overwhelming.
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