Sentences with phrase «control as both a sword»

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 controlAs soon as I acquired a sword I was sold on the motion controlas 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 movementAs novel as the idea was with Link swinging his sword in Twilight Princess, one never felt in full control of the movementas 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.
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