The combat is a chore as the enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell up.
The combat is a chore as the enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell up.
There is no real exploration element (at least, not required for progression), there are no real puzzles,
the combat is a chore.
Not exact matches
One way to
combat the baby blues
is to carve out tiny bits of time to tend to yourself, and enlist family, friends, or hired help to handle
chores and errands.
It
's tempting to run around the house doing
chores and catching up on admin while your baby
is asleep during the day, but resist the temptation to tackle housework and instead
combat sleep deprivation by taking the opportunity to catch up on sleep while your baby naps.
The story's never explained adequately, the
combat's pretty much always a
chore, and flying isn't nearly as fun as it should
be.
Outside of the fantastic, time - bending visuals, the story and
combat are merely fine, and the live action elements
are nothing short of a
chore to get through.
Aspects like these and the fact that battles seem generally smoother than ever means that
combat is rarely a
chore to take part in.
However, Red Goddess
is quite an irritating adventure with tedious platforming and
combat and many difficulty spikes that make progression feel more like a
chore rather than satisfying.
Combat was simplified, which would have
been fine had it not
been such a painful
chore.
While ultimately the game's
combat is great, I did find that fighting waves of baddies that ranged from lowly Monarch officers to big armored tank - like characters became more of a
chore as the game rolled into its final act.
The fast - paced battles truly do feel like an extension of the action
combat systems found in Kingdom Hearts, and while the camera can
be infuriating and flying enemies
are a
chore it
is definitely a game I'll go back to and explore.
A lack of customisation and class abilities drags down the entire title, with repetitive
combat that
's not only boring but makes progression for the story
's sake a real
chore.
But if you've got faster weapons equipped and carefully curate your statistics to keep your health up and enemies staggered,
combat is never a
chore.
Combat is okay, but limited in depth and focus moves that
are used to chop limbs off the Ravenii
are quite good for the first hour but soon lose their appeal and become a real
chore.
This helps to make random
combat more fun, and less of a
chore than it
is in most RPGs.
The loop of do quests, kill machines, trade for better weapons and armor
is something that only works because Guerilla avoided making
combat in Horizon feel like a
chore, where it often takes a backseat in open world games.
Combat is excellent, dungeons
are fantastic and the crafting system isn't a
chore, which
is a breath of fresh air for the genre.
While that
's an impressive technical achievement, touchscreen controls sadly make the game
's combat a frustrating
chore, and spoil an otherwise very polished game.
Weapons
combat is tight enough to make precision firing easy, and it
's never a
chore to gun on the run and hit targets.