Further changing this is that each fighter has different attacks that can be initiated
depending on their combat styles and proficiency with them.
Not exact matches
The timeliness or untimeliness of Pannenberg's system perhaps
depends on whether this should or can be
combatted.
Depending on the weather, you footwear options included
combat boots, riding boots, or pointed - toe pumps.
The number of characters you can take into
combat varies from one to four
depending on the level, and you guide each through movement and
combat phases of their turns as you hunt down swag or take
on enemy forces.
Transistor uses a clever hybrid of real - time and turn - based
combat, allowing you to mash buttons or carefully queue up a sequence of attacks
depending on what best suits the situation.
It's a nice distraction and even a good bit of fun
depending on how much you enjoy space
combat titles, but only if you go in knowing full well that this is a port a mobile game, absent of much the charm and detail we've come to expect from Sid Meier titles.
It's a new wrinkle to the
combat mechanics that presents new challenges to ongoing players, while making it clear to new players which fights are a good idea and which will end with a sad musical sting and that horrible «pschoo» sound as your unit vanishes from the map — potentially forever,
depending on your difficulty choices.
This Blade system offers a fresh spin
on RPG
combat and lets you change your character's class
depending on the type of Blades brought to battle.
Once the player takes control of the
combat, they can pick any of the multiple cast members and utilize a set of abilities that have single or multiple uses
depending on their properties.
As a result of the vast abilities to chose from, the play style can be varied from close
combat to long - range fighting,
depending on your incarnate.
This is not to say that the
combat is bad, it
depends on a lot of factors like the weapons that you use and the chain of combos, but it is easy to get bored with the same weapons after some time.
In keeping with the arcade style of the series, Ace
Combat uses simplified controls that can be mostly automated
depending on your difficulty settings.
Not to say it is all flowers, Stardew Valley has some minor thorns:
combat is very simplistic, and sometimes resumes into you smashing the attack button; the crafting menu has some minor issues, where it becomes difficult to access some items,
depending on its disposition; and the games takes a long time to save
on the Switch.
Strategic
combat with consequences — victory or defeat and even the permanent loss of a character
depends on which characters you choose to take into battle and what decisions you make afterwards.
Picking a party member
depends on what type of skills you prefer to have in
combat and this can be done at the start of each mission.
Skyrim was never great when it comes to
combat but I feel like the motion controls make it a little more fun here, but this opinion might be different
depending on whether you prefer a traditional controller or keyboard / mouse control interface.
The lesson is clear: America's efforts to
combat poverty look very different in international comparison
depending on what you count and how you measure.
So it is your job, as a responsible dog owner, to
combat this need by providing your dog with plenty of warmth or coolness,
depending on the season.
Streptomycin is often used reliably in both animals and humans to
combat tularemia infections, although other antibiotics such as gentamicin or tetracycline may be recommended
depending on the circumstances.
It's inclusion is pleasing because like Treyarch's
Combat Training mode it provides a way for newcomers and even veterans to get to grips with the new maps, weapons and pace of the game, allowing you to at least prepare yourself a little for the transition into fully competitive games, but the idea of having one real player per team (sometimes more,
depending on the mode) feels daft and pointless.
Engage in strategic
combat and think about the consequences — victory or defeat and even the permanent loss of a character
depends on your choices
Combat is fast and fun and
depending on your expertise level when it comes to fighters, each character now also tailors to how players handle a fight.
In Hellraid you'll venture through a dark fantasy realm for whatever contrived reason the writers have come up with and engage many, many monsters in first - person
combat using either your straightforward melee stuff like swords and maces, by using magic or by precision use of a crossbow,
depending on whether you choose to play as a Warrior, Mage, Paladin or Rogue.
This is to emphasis the fact that a lot of
combat situations can be avoided via stealth or a huge variety of dialogue options that can be accessed
depending on your skills and talents.
With new features implemented in the game, all characters will have to adapt their techniques and
combat styles
depending on the battlefield.
Combat is a tight, tactical affair where victory
depends on using your heroes to the full.
Combat consists of using the same attacks over and over so you can build up to a special attack which is usually quite devastating though sometimes it can be rather underwhelming
depending on which character you use.
The
combat system is unique as each weapon can be used in different ways, and can damage the enemy in different ways,
depending on the situation in which it is is being used.
During
combat it will use the most appropriate weapon
depending on the situation.
The
combat is one of the good things about the game — weapons feel weighty
depending on what you have equipt — and even though the hitboxes are a bit «big», it actually feels satisfying smacking the cats with the multitude of strange weapons you can pick up (cats are your enemies throughout).
This all comes together into a
combat system that is simple and complex,
depending on who you're playing as.
Dodging enemy attacks can result in parrying, negating damage, or being able to counter attack
depending on how well you time your dodge, but that's as deep as the
combat gets.
They can certainly help in
combat, but some are better than others,
depending on your play style.
It's still a perfectly agreeable, polished, tightly - controlled 6DOF shooter, if a little plagued by minor annoyances, and
depending on how much you dig its acrobatics - or how much tolerance you have for playing the same game over and over with some of the rooms shuffled around - its raw
combat mechanics could swing it all by themselves.
Each of these weapons come with their own uses, tactics, and even
combat styles that will and will not give players an edge in
combat depending on the Oni that they find themselves going up against.
This is your choice
depending on what you value more, but a safe bet is always health, so you can take more damage during
combat and exploration.
Thanks to updates to MK's engine the game also features plenty of objects which can be used in
combat differently
depending on a character's class.
-- 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
Depending on if it's long range fight or close
combat, the Field phase and Dual phase can be manipulated here in your favor, but if you're not careful, the map may just be your downfall.
For example, the sword
combat is all physics driven, and damage you output
depends on where you hit a person.
The map size is great but just like with SPG2 I do find the long journey times (especially with the slower early - game ships) to be fairly tedious, though travelling through enemy sectors does lead to a lot of enemy encounters (not necessarily a good thing,
depends on how much you like the game's
combat).
-- Strategic
combat with consequences — victory or defeat and even the permanent loss of a character
depends on which characters you choose to take into battle and what decisions you make afterwards.
«Change the feel of the game
depending on which partner you choose, each with their own
combat style and background story.»
Well, that
depends on if the
combat system changes between now and when the game releases.
Class choice will change your approach to
combat — you will be balancing different characters
depending on the situation.
Other
combat droid abilities will be available too,
depending on your play style.
In this tedious game the Transformers (either Autobots or Decepticons,
depending on which version you play) are always either lumbering to the next
combat area or fighting drones of polygonal shapes.
It may or may not be distasteful,
depending on one's tolerance for cliches and objectivity, and it may or may not be fun,
depending on one's tolerance for 2 - D beat «em ups that put the onus of
combat potential
on the player.
This weapon type swapping brings back memories with Bloodborne of being able to strategically choose your
combat style
depending on your needs, firing from a distance can be crucial to gain that little time you need to recover stamina or use an item against a massive foe.
it all would
depend on what they focus
on the most in the battle system, which should be the quality of the hand to hand
combat, and if any company can make a 3d fighting game that plays like a 2d one its dimps (this is as far as my trust in them goes).