Not exact matches
Since the Word of God is described
as a double - edged
sword which man can not
control, Bonhoeffer's view seems out of character with his overall position.
Step forward
as you strike, bringing the
sword down with power and
control.
Most people who claim the
controls as poor fr skyward
sword didn't play it full through.
Players assume
control of Sasha, a one - armed warrior wielding a living
sword,
as she embarks on a journey through a nightmarish world in search of her family.
The
controls in the game are a sort of double edged
sword, however,
as they are really simple and it is easy to execute powerful combos, but they are also imprecise and sloppy, sometimes making it difficult to execute the command you actually want.
In short, the local
control argument functioned
as a shield to sustain state policy, not
as a
sword to alter policy in the direction of more local
control.
13 By Ken Akamatsu Kodansha Comics — I have to admit, I have no idea how time, dreamscapes, or indeed any aspect of magic work in Akamatsu's universe, and I suspect neither does he,
as we're in a dreamscape that is also the past, except we also get the rest of the main UQ Holder heroines here
as mind -
controlled darkness versions of themselves, before EVERYONE is saved by Asuna showing up with her big - ass
sword, something so unbelievable even Eva has to say she doesn't think she's the real Asuna.
Nintendo could have had this beautiful motion
controlled game and then included an option for traditional
controls as an «easy mode» where the
sword automatically swings the right way, for people who absolutely do not enjoy motion
controls.
Though the story, which revolves around the adventures of
sword - swinging, monster - hunting, power - manifesting badass Geralt, will remain the same
as in the PC version, the PS3 and Xbox 360 will be getting completely streamlined
controls, built from scratch.
In this PlayStation VR exclusive, players are cast
as a bedridden character who can
control towering,
sword - wielding creatures.
Regardless of setting, the
controls are the same: players use the touch screen on the game pad, or the analog stick on a controller or gamepad, to draw shapes that turn into attacks, such
as a circle for a fist or a line for a
sword.
The game also features some mini-games, although I was a little disappointed with the quality — while I enjoy the artistic style of the game, the mini-games often had more basic designs, such
as a
sword fight which consisted of simple
controls and cartoony «chibi» renditions of Morgane and her opponent — while I didn't expect anything too complex, it would have been nice if these parts had all been designed in the same visual style
as the rest of the game,
as they felt a little out - of - place.
It was very strange when I realized I was enjoying fighting tall skinny trees more than bokoblins
as they all had
swords that they'd put up to block my attacks, essentially eliminating the whole purpose of the
sword controls being capable of slashing in eight directions.
I think mainly because they were really pushing the motion
controls, even going
as far
as having enemies block certain
sword attacks.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting
as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of
control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including
sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
It should also be noted that having to hold the left trigger to use the
sword also takes away camera
control, so you'll often find yourself staring at a wall or other bit of scenery
as you frantically waggle the stick.
As for the
sword controls, the GameCube version is more responsive since gestures do not need to be interpreted, resulting in gameplay that feels a little bit faster.
As soon as I acquired a sword I was sold on the motion control
As soon
as I acquired a sword I was sold on the motion control
as I acquired a
sword I was sold on the motion
controls.
Combat mechanics are
as responsive and solid
as the other entries in the series, and the player is in
control over every
sword blow, jump, wall - run and dodge.
As novel as the idea was with Link swinging his sword in Twilight Princess, one never felt in full control of the movement
As novel
as the idea was with Link swinging his sword in Twilight Princess, one never felt in full control of the movement
as the idea was with Link swinging his
sword in Twilight Princess, one never felt in full
control of the movements.
Players
control Red, another silent protagonist accompanied by a talking
sword - like device, the Transistor,
as they fight back against the mysterious Camerata and their new weapon, the Process.
Progressing from left to right, players take
control of their beardy protagonist
as he swats down a variety of different monsters through use of both his
sword and a variety of different spells.
Although the kingdom has an army of warriors, none of them could be able to help solve the problems
as efficiently
as the one
sword - wielding individual you'll be in
control of.
As mentioned before you have complete
control of the three characters: Areus, the
sword - wielding mage, Dagda, the slow powerhouse, and Selene, the quick - striking assassin.
Pre-release screenshots made the game look
as though it was an action RPG in the vein of a Ys or Monster Hunter title, with 1 to 1
sword strikes and
control over the action.
Kills come in one hit
as you thrust and parry and throw your
swords with simple
controls that result in complex dances of stance and aggression.
Sure, the
sword swinging
controls aren't quite
as responsive
as you would have hoped, but it's a neat effect, and this is a beautiful addition to the Zelda series.
Then there's the front touch
controls, annoying at times is when you get your second weapon (the
sword)
as in using the analog sticks, your fingers may sometimes accidentally touch the front screen and swap your weapons during battle which is a downside, but that's my only nit pick.
SIXAXIS motion
control isn't limited to the above though,
as you can also pick up everything from corpses to
swords and lob them at enemies, you can do this quickly, or for additional
control there's also the fantastic aftertouch system to literally get to grips with.
With a controller you
control Quill's movements with traditional joystick
controls to get her through each level, while also fighting enemies with her
sword, but you can also interact with the world
as the spirit.
Come listen to us discuss the architectural differences between mazes and labyrinths and ponder corrective bird optometry
as you watch us ride a camel (whose IQ you can not level up), stab a couple guys in the sides of their heads (they did something bad), swing
swords, mind -
control an eagle, and solve a burning philosophical riddle: «Would they put a pyramid in an Assassin's Creed game if you couldn't climb it?»
The motion
controls weren't quite
as perfect
as advertised, but the puzzles were deviously clever, the
sword fights were thrilling and the soundtrack featured some of the most memorable tunes in the series.
Players
control the main character Link in a third - person perspective, traversing the huge land of Hyrule while exploring various dungeons and using a
sword and shield along with other items such
as magic spells, arrows and bombs to fight off enemies.
The Wii version is the original platform and has the more interesting
control options, using the remote to swing your
sword and the nunchuk
as a shield.
The trailer began with the recurring phrase: «This is a fantasy based on reality» and demonstrated new gameplay footage such
as combat scenes with
swords and guns,
controlling a tank - like vehicle, climbing aboard a bipedal robot, and battling a huge creature (presumably from the TGS trailer), and Noctis facing off against a group of armed soldiers.
As in the first «Red Steel,» the combat is a mixture of
sword and gunplay, however the Wii Motion Plus has been incorporated in «Red Steel 2,» making for much more precise
controls than the first game.
Sho doesn't
control as tightly
as before, and has a tendency to make extra movements when executing
sword combos.