Sentences with phrase «combat feels just»

The combat feels just as fluid as ever, and it's quite amazing what Ubisoft has managed to accomplish on the Vita: Scaling buildings in the bustling streets of New Orleans, or shimmying trees in the muddy swamps of the bayou is a blast, and the animations here are easily the best we've seen in a handheld experience.
Combat feels just like A Link to the Past, however in lieu of a shield which was mostly ornamental in that game, Swords of Ditto offers a dodge roll which is vital for survival.

Not exact matches

«We wanted Just BE Kitchen to combat that cold, impersonal feeling and instead embrace a more homey ambiance — which when coupled with our modern style of service makes for what we hope to be a great customer experience.»
I feel like the best way to combat this is just to shop for value and not solely for price!
To combat the 20 + minutes of groggy drowsiness I typically feel after just waking up — during which time I used to sort of wander around aimlessly in search of food or the will to live — I pop my wireless headphones on and turn on a workout playlist while I get ready.
I am a huge fan of the original Prince of Persia trilogy, and when I heard about this game I was a little worried that they would change to much of what made the original games great, and I was right, the gameplay has been completely destroyed, platforming is awkward do to too may actions being mapped to the same buttons, combat is tedious and unenjoyable, it's EXTREMELY repetitive, having to search around for light seeds just to advance the plot is stupid, and do to the fact that you can't really die the whole game just feels like trial and error, and the new Prince character is completely unlikeable, while they messed up most of the game it's got some good things going for it, the voice acting is solid, the graphics are beautiful, and the ending does have interested in seeing where the story goes from here, but I'm not sure if I want to pick up the next game they come out with, this was a huge disappointment and isn't worthy to bear the Prince of Persia name.
My main gripe is the combat feels like I m playing guitar hero, trying to excecute my combos while the monster is just doing its own thing.
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.
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.
Combat feels great and some of the creative ways to mow down the horde is just far too fun to be healthy, with the only downside being the removal of co-op story mode.
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.
With its touch - driven combat that felt like a proper RPG rendition of Fruit Ninja, Severed was a dungeon crawler that felt right at home on just about any device with a touch screen.
The controls just don't feel as tight and precise with the mech combat.
Homecoming's combat just kind of had a «meh» feeling to it; not too good, but not terrible or anything.
Combat feels like it's actually reacting rather than just waiting for an animation to play out.
For all it's finer points there's just not much Axiom Verge does to make the combat or the navigation feel significant.
Cold Steel has just about everything you'd want from a turn - based RPG: a fun, twisty story, strategy - heavy combat, great environments, well - written dialogue, and characters who start off feeling stereotypical but show all sorts of other dimensions as the game goes on.
In the end, though, combat just feels unrefined.
From the retiring, battle - scarred military veteran drawn reluctantly back into battle, to the virginal rookie, to the shell - shocked combat vet, to the brave grunt just fighting for citizenship, Bertolini's screenplay is so saturated in wartime stereotypes that it feels like it might just sink until characterization mercifully takes a back seat to action.
Where the problem lies is that Battleships combat just feels generic and soulless, and with just three enemy types (one of which is actually a mine, so really two enemies) and only a few weapons to choose from it's also lacking in variety.
As a result, combat gets old fast as it's really just an uncoordinated, and after several hours of playing, uncomfortable race to trigger your attack animation before the enemy triggers theirs, making the whole motion control aspect feel pretty pointless.
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.
It's just a shame that after all the build - up toward combat the actual act of resolving a fight feels underwhelming.
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.
The combat just feels deep, polished, and refreshing for a turn based game from the last 10 years.
Standard walking speed is about the same as an old lady who complains about the weather a lot, and you can only backpedal at a snail's pace, which feels odd in a game involving melee combat, although said combat is utterly imprecise and has about as much sense of impact as two snails colliding, with just as much finesse.
However, in the case of Battlefield this is neither a long nor good campaign, and after four hours of playing I was sadly left feeling completely ambivalent to what I had just experienced: nothing stood out in my memory, and while I enjoyed some of the encounters for the most part combat felt mundane.
The selection of weapons at hand, all of which can be upgraded using credits collected on the battlefield, all feel suitably meaty in combat, but blasting bots just isn't as satisfying as blasting flesh - and - blood foes, as sadistic and strange as that might sound.
The feel of the controls and the combat is just off.
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.
And of course, as mentioned earlier, the shooting mechanics is still as enjoyable as it ever was so the combat never get repetitive and it is one of the few games out there that I actually take the time out to pop off nearby enemies heading to a mission just because the combat feels so damn good.
While I thoroughly enjoyed my first run through the game, I'm not sure it will keep me coming back in the way that the classic series does — I just don't feel there's much left to explore within the game's combat.
The fast - paced combat is fluid and smooth, the visuals are a spectacle to behold and the sound effects can make you feel like someone just crashed a TIE - fighter into the side of your house.
None of the guns feel particularly satisfying to use and turning off aim - assist makes it clear just how clumsy the combat is.
I don't just mean that Capcom meant for the combat to feel this way, but that every action carries a very definite sense of weight and must be made with very clear intent.
It needs to be balanced just enough so that it feels that each combat could teeter you across the survival line.
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 QTEs and finger - purpling button mashing combat just felt like Dynasty Warriors with a fresh coat of anime paint, and not being a fan of the One Piece franchise didn't help much either.
Visually Gears of War: Judgment looks like it could easily have been a huge part of Gears of War 3, keeping in - line with the same tone, battered and torn environments, buildings, characters, combat arena's — everything has a Gears of War 3 feel to it in both Campaign and Multiplayer showcasing once again the power of Epic's Unreal Engine 3 and how it both beautifully and artistically creates the military sci - fi shooter to just look so damn superb.
Boat story time was my favorite part of the game along with just taking in the immersive visual backdrops, imo its more like an interconnected hub world where everything looks and feel much grander in scale then it really is and its done very well in that aspect GOW is essentially to different games at the same time, a great storytelling quiet time with rich lore on the one side and brutal precise hard hitting combat on the other, mixed up with perfect pacing and a couple of epic cliffhangers at the endd
As Juliet's lithe form would suggest she swirls and whirls through combat with some really beautiful animations, but ultimately this is just a button masher at heart that doesn't feel that doesn't offer a whole lot of fun, at least not after the first hour.
In the end the combat just comes off as feeling like almost any other generic button - mashing action - adventure game's and quickly becomes repetitive.
The combat is a rather dull button mashing affair with no block button, instead you just have a roll button and hitting an enemy doesn't feel like it has any impact.
I can't stress just how good the weapons and combat feels here; every gun has a satisfying noise that suggests a hole in space has just been ripped open every time you pull the trigger, and enemies can be dismembered 22 different ways, including a pleasingly squelchy headshot.
Occasionally you do get a chance to set up traps away from an enemy and then engage them before luring them in, and it does feel awesome when you do that, but generally the only real way to use traps is to roll away from combat and quickly hit the button that causes Geralt to go about his business, but that sort of feels like cheating when the enemy happily walks straight into the trap he just watched you set up.
Battles tend to fun if simplistic and your mech handles pretty well in combat having a weighty feeling that you would expect with Skate happily countering that just enough to keep things fun.
And that's certainly not to say that the combat is any way bad, because it isn't: it's more challenging than what we usually see in todays games, has some nice touches» and demands a more steady approach, but it just feels a little awkward in its execution.
This structure makes it feel like an adventure game, but also a lot like survival horror — just with a lessened focus on combat.
It's not that combat in Yakuza 5 is bad, exactly; it just feels ancient compared to many of its contemporaries.
, and while Techland's style of melee combat isn't especially interesting to me, I understand its particular brand — it's just too bad it still feels sluggish, like I'm moving through water most of the time.
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