Sentences with phrase «combat feels even»

However, the areas of the game are flat, boring, and non-interactive, to the point where wandering around outside of combat feels even more pointless than previous games.
In fact, if I'm completely honest we may just have a game that makes third person combat feel even more fluid than the any of the big AAA titles on the market, which is certainly something to pay attention to given that we're only now in the beta stages.

Not exact matches

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!
Her practical and encouraging blog gives parents tips on how to combat feeling overwhelmed, a free resource of alternatives for grounding and time - outs, and ways moms can build themselves up and be positive about their parents skills even when they don't feel like it.
The American Society for Horticultural Science reviewed dozens of scientific studies and found that bringing a bit of Mother Nature indoors in the form of houseplants helps us feel more positive, combats tension and stress, and may even improve our physical health.
The combat is responsive, and even when you feel overwhelmed it doesn't feel as if you can't complete it.
I like playing through the main story and the combat felt pretty good, even if melee combat is complete crap.
And even with the genre change and the move to turn - based combat, it still somehow feels recognizably like Metal Gear.
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 level.
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 engender.
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.
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.
Even though I was eventually able to beat the story missions through brute force and luck, I felt the combat was at best tedious, and at worst borderline insufferable.
The combat even feels faster as well.
The secret of Monster Hunter's combat is that even when you don't really know what you're doing, you don't feel like a clown.
It made the combat a little too chaotic not to mention the fact that even if you didn't really execute all of the moves, you attacks could still connect even if they didn't do much damage, so it felt like a wasted effort.
Sheehan didn't start writing the book until five years after his second combat tour, wholly unaware that he needed some sort of outlet to process the feelings he had kept hidden from even himself about these events.
Feeling the itch for even MORE high fantasy to combat «Game of Thrones» withdrawal?
It is widely recognised that pets can help combat feelings of isolation by offering companionship and unconditional love, and for elderly people in particular, they can even be known to improve their quality of life.
Different enemy types help to keep things a little more interesting, some of which can turn invisible or others that require you to use your wrist - blaster to take out their shield, but even they can't entirely combat the repetitive feel of inputting the same string of commands over and over.
Right now it feels like everything besides the combat - items, crafting, exploration, etc. are all very dynamic and rich, which makes the combat seem even more plain than it otherwise would.
It's inclusion is pleasing because like Treyarch's Combat Training mode it provides a way for newcomers and even veterans to get to grips with the new maps, weapons and pace of the game, allowing you to at least prepare yourself a little for the transition into fully competitive games, but the idea of having one real player per team (sometimes more, depending on the mode) feels daft and pointless.
For review I'm running the game on PC and can confirm that 60 FPS makes the already fluid combat and environment traversal feel even better.
Combat and enemy movement both feature hefty amounts of luck that the player can't mitigate very much; there's no bonuses to accuracy for flanking ghosts or even working together as a team, and a run of bad luck can leave you feeling frustrated as you chase a troublesome foe around the board like an idiot.
Out of everything on this controller, this is without a doubt my favorite feature: they feel nice on the hands and combat that irritating sweaty - palm syndrome that can affect even the strongest of us.
The lack of depth in the gameplay can at times be frustrating, but there is also something to be said for the focus on spectacle: the close - ups during combat, the brilliant animations and look of ferocity on Monkey's face all contribute to the fact that Enslaved really does look and feel amazing in action, even while you're wishing there was just a little more to it all.
Combat is fast, fluid and, more importantly, incredibly visceral — you just feel powerful in Reckoning, even from the very start of the game when your abilities are at their lowest.
Though I felt the final levels dragged for a bit too long, the game was otherwise extremely well - paced with an even spread of combat, dialogue, and exploration.
In combat the dodge, side - step and even parry never feel as precise and responsive as they need to, as talked about, making it less about reacting to an attack and more about tapping the dodge button well in advance of an assault so that Geralt can actually get moving.
Even the combat has been mildly improved so that it feels better.
Even when the framerate is running smoothly there's still a continuous stutter to the game that's bloody annoying and only serves to make the movement, aiming, gunplay and close - quarters combat feel graceless.
The combat did start to feel quite repetitive as I progressed through the game, but as the narrative progressed and my characters became more powerful, the gameplay definitely opened up more, even if it the combat itself lacked substantial flow.
Even after practicing for a while I still found them looser than they really needed to be; the physics feel like a weird combination of realism and other arcade combat games.
The combat is one of the good things about the game — weapons feel weighty depending on what you have equipt — and even though the hitboxes are a bit «big», it actually feels satisfying smacking the cats with the multitude of strange weapons you can pick up (cats are your enemies throughout).
But even then, combat feels rewarding the moment Kiryu begins to heat up and his «Heat Mode» meter begins to fill up, allowing him to unleash his most powerful attacks for a rather short time.
The combat sequences feel even better when the music pumps up and the camera circles around showing you the enemy «bring it on».
It will force teams to adapt and get a feel for the flow of combat, which could lead to even more exciting battles by the end of the weekend.
In encounters with the undead, one bite instantly kills you, so even lone zombies can pose a threat if you're not on your guard, making for a beautifully tense experience that demands cautious play ahead of Call of Duty style running and gunning, though it has to be said that some deaths can feel a bit cheap, particularly later in the game once exploding zombies (these are however fortunately relatively rare) are thrown into the equation, whilst the more crowded fights can feel a bit too demanding for the somewhat awkward combat on occasion.
The only bad part is that even with a bunch of moves, the combat feels very slow and unresponsive.
Even so, she felt that some of the controls (especially for mounted combat) were unintuitive, and even the excellent Nemesis system started to churn out orcs that felt very similar after a whEven so, she felt that some of the controls (especially for mounted combat) were unintuitive, and even the excellent Nemesis system started to churn out orcs that felt very similar after a wheven the excellent Nemesis system started to churn out orcs that felt very similar after a while.
Even though I didn't like the combat or clumsy Mako rides much back then, I still felt a profound sense of excitement knowing my specific journey was far from over and that it would probably only get better from here.
Soundtrack feels solid throughout and adds to the mood, even if that mood is already tense enough in combat, the sound and lighting design in general is really good, and graphically the game looks beautiful, particularly when taking time to admire the scenery when you're not being shot at on one of the four planets.
Using Gears of War as its gameplay base, combat feels good, shooting feels satisfying and with the addition of alternate fire modes combat feels varied, even if some weapons don't need it.
These combat sequences synchronize well with the overarching board - game style of gameplay, even though it feels like a complete genre - switch.
Having said this, the combat in Korra is halfway decent, and the fact that Platinum have managed to make us feel even a bit like the Avatar is no small feat.
Even though you're essentially doing the same thing over and over during combat, the variety of environments and the diverse musical score make every battle feel like a fresh experience.
After the release of the excellent Assassin's Creed Origins and other modern open world games, Assassin's Creed Rogue Remastered's combat, stealth and overall design feel even worse than they did before, and Ubisoft missed the chance to address some of them with the remaster.
South Park: The Stick of Truth — 2014's South Park game by Ubisoft and Obsidian Entertainment — was a delight, captivating with its spot - on animation that felt like you were watching a new episode, hilarious and outrageous humor that pushed even harder than the source material, and simple yet solid RPG gameplay that made combat fun and fit right in with the source material.
The gory, visceral weapon combat, the pounding metal soundtrack, the constant locomotion required to survive, even the health bar and pixel art graphics, it's Doom through and through and gives the game a familiar yet unique feel in the 2D platformer space.
The limited ammunition and supposed focus on stealth make this more of a traditional survival horror game than recent Resident Evil titles or even Dead Space, but the game's heavy focus on combat turned my feelings of dread into frustration quickly.
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