Sentences with phrase «combat feels much»

That's all gone now, as the new combat feels much more fluid and is much more dynamic.
This way combat feels much more strategic, and you want to lose the least amount of stamina (your HP) as possible with each encounter.

Not exact matches

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Long — much like Kaepernick has — is doing the work off the field to try to combat what he feels is wrong in the world in order to make it a better place.
Eighty - nine percent of New Yorkers agree obesity is a somewhat serious or very serious problem among children and teenagers, but 54 percent feel government efforts to combat that problem accounts to too much «meddling» along the lines of a Nanny State.
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.
The cars are too grippy, the combat feels a bit stiff, and the Tommy gun has way too much ammo.
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.
It felt like much of the hand - to - hand combat was moving in slow motion for a purpose.
The combat has a much more fluid feel — stationary blocking is gone, and you can
These quests put the spotlight on the goofy combat mechanics that feel imprecise and dull, and really aren't much fun to engage with.
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.
It feels much more modern than its predecessors, and though it lacks the depth of the combat found in games like BlazBlue or Street Fighter IV, the inherent accessibility in the game made it easy to pick up and play, and I found myself diving into the game's training mode and performing advanced offensive moves with ease.
However, the combat system feels pretty simplistic without much in terms of tactics.
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.
One can feel a determined hand behind much of the action, which is muted and not bombastic, focusing on hand - to - hand combat and outsmarting one's opponent.
Written by comic book creatures and leaning heavily on a revamped combat system that packs a truly satisfying punch, the new adventure packs feel much more solid.
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?
Personal preference of course but I feel I've played to much turn based combat recently.
Docked, the game gets much closer to maintaining its 60 fps target, the result more crisp and immediate feeling combat.
Army of Two feels very much like Gears of War with gritty combat, a focus on teamwork, and a solid cover system.
It feels like these abilities exist because Samus Returns is much more combat - focused than any Metroid game before it.
It makes Deadpool 2 feel like an antidote to Avengers: Infinity War, which contained so much pointless and inconsequential physical combat.
There's a certain rhythm to Nioh's combat which, once you've gotten the hang of it, feels much more intense and fast - paced than what you'd find in Dark Souls, and it can be highly rewarding (and dare I say fun) if you take the time to master it.
Craig's Bond is rougher than Brosnan, much more adept at the sort of hand to hand combat that feels painful to watch on screen, the type of action that Paul Greengrass brought to the mainstream in the Bourne films.
For all it's finer points there's just not much Axiom Verge does to make the combat or the navigation feel significant.
For Honor is their latest effort and it is a unique take on the multiplayer genre with a fighting system that often feels like an action fighter game, but with an added layer of strategy that makes the combat much more fun than simple button mashing.
While the combat feels a bit snappier and more reactive than other games in the series, particularly the ranged weapons, which make Monster Hunter feel closer to a proper third person shooter than ever before, it's still very much the strategic, methodical combat that's long been a hallmark of the franchise.
Moreover, he pointed that they were glad to have this much development time from Sony as it took Guerrilla a long time to nail down the combat and make it feel as good as it does in the final version.
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.
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.
Again, much of my enjoyment comes from that sense of power I mentioned earlier: attack animations are slightly exaggerated to look more suitably heroic and blows are delivered with a real sense of weight and power, giving combat a chunky, meaty, solid feeling.
The way combat feels is mostly unchanged from D: OS, though you have access to a much wider range of abilities from the start.
The enemy AI wasn't up to much, something which seems to be true of most shooters these days, but the core combat was seriously nice and unashamedly old - school in its feel.
With little in the way of special abilities at your disposal and enemies proving fairly challenging combat feels rewarding, but as you progress through the game and earn more abilities the standard attack becomes next to useless as abilities recharge so quickly and do so much damage that using anything else feels pointless.
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.
Using magic during combat also feels lackluster: unleashing an icy bolt to freeze enemies doesn't feel like you're doing much more than throwing an ice - cube at someone who mildly annoyed you, while setting foes alight with your Nova attack involves you creating what looks like a pile of gellatine at your feet before unleashing the attack which doesn't so much set fire to enemies as generate some weird particle effects.
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.
The combat also feels much slower on the PlayStation Vita.
With tighter controls, a better lock - on and some invicibility on the roll the combat could have felt much better.
While new additions like Mega Evolutions and fairy types have made things feel fresh, it seems the overall turn - based strategy combat hasn't changed much.
After seeing the last video, and how the motion capture has translated into current combat animation, I feel much more confident and excited.
The power of the new consoles also allowed us to improve the games in the field most critical to gameplay, especially gunplay and general feel - for example combat and cut - scenes became smoother, and controls became much more responsive.
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 overcomplicated skill trees feel as though they work against poor Zachariah, as his more powerful abilities are unlocked at the cost of much needed upgrades to your preferred combat stance.
While that game kept much of the series» retro feel and design, moving combat and monsters to 3D felt like a logical step of progression.
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.
Tabata: «The combat system's modifications have been applied correctly, and the development team feels the game much more like a «Final Fantasy» since it became a main title.
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
Punches to the face, kicks to the stomach, organs exploding and bones breaking are all delivered with gusto, making the act of combat feel that much more satisfying.
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