Sentences with phrase «dungeon design»

I'd like to see a return to traditional dungeon design with unique themes and bosses.
What I think is that they will bring back traditional dungeon design and get rid of the low durability of the weapons.
The whole dungeon design theme sounds great but the game is not fun.
The enhancements, however, do little to improve the stiffness of the experience, the repetitive dungeon design, and the slow story pace, making.
Enemy designs and 3D dungeon designs will be the two main things I can show until we get more music tracks and a really cool preview of the battle system ready to roll.
If you have the right minded people playing locally or using some kind of voice chat, you will have a blast if you can get past some of the flawed dungeon design.
The overhaul of the game's dungeon design also compliments the open world concept and allows players to tackle challenges almost entirely how they see fit.
I thought that Wind Waker had some of the best dungeon design in a Zelda game to date; but the overworld left a lot to be desired.
Negatives include the dated graphics, the bland dungeon design, the odd game save mechanics and the steep difficulty curve, which may throw new players out for a loop.
It hasn't got the clever dungeon design of Ocarina of Time, it hasn't got the depth in relationships between characters of Majora's Mask and it hasn't got the beautiful cartoon environments of Wind Waker.
If it weren't bogged down by dull dungeon design, a limited move - set, and tedious gameplay, this action title could have stood out.
Pros: Great visuals and music, with plenty of Zelda - style gadgets, varied monsters, and decent dungeon design.
I did actually enjoy the dungeons, just like most Zelda games, since Zelda games have good dungeon designs.
Nintendo delivers a new epic adventure, and even if the train sections are quite boring, puzzles and dungeon design greatly entertain the player.
From dungeon design, to the way they let you use items, the world map, characters, and amazing puzzle after amazing puzzle (some a bit too easy, my only gripe really).
No other Zelda game is yet to match the free - roaming world, the intense story or the magnificent dungeon design.
The success of these side - quests can also be attribute to Bethesda's dungeon designing skills, Unlike Oblivion, which contained generated dungeons, the entire of Skyrim has been hand - crafted, including ever castle, dungeon, cave and Dwemer location.
The result of this is some truly breathtaking dungeon designs that encompass vast waterfalls, underground forests and many more unique designs, including the stunning Blackreach, which you'll just have to experience for yourself as words can't do it justice.
In these videos, Mark explains how The Legend of Zelda series hits and misses dungeon design, game mechanics and other little aspects.
Repetitive music, bland cast, extremely long load times, poor dungeon design, and battles that feel like a chore.
Details are sparse about the improved loot system at this time but two changes we do know about are «smart drops» which promises more loot based on your class and «Loot Run» which you can guess will be a special random dungeon designed for killing lots of monsters and getting good loot.
Starting around Floor 3 or 4, dungeon design becomes pretty devious, and it's often easy to find oneself stuck in a room without a key to get out.
Add the boring dungeon design on top of that, and this becomes a sub-par RPG that just isn't worth investing your time in.
The labyrinth - like floors of many different dungeons designed around the concept of the human mind, is the bulk of combat within this game.
The cunning dungeon designs, the light / dark world system, the hidden magic medallions, the Master Sword, the ocarina, EVERYTHING.
Although I enjoyed Spirit Tracks, the weak world and dungeon design combined with the Temple of the Ocean King, made it hard to enjoy.
There are faults to be found in Darkest Dungeons design choices, in contrast to my enthusiasm.
The weapons are effective, but the limited options make gameplay repetitive — a problem augmented by monotonous dungeon design.
It's a love letter to old - school, first - person dungeon crawlers that absolutely nails the look, the feel, and the trippy dungeon design sensibility of PC RPGs of yore.
Majora's Mask also includes some truly challenging and exemplary dungeon designs, several bosses likely to stick in your head, a plethora of fun minigames, a brilliant soundtrack and an amazing suite of masks, which both provide extra motivation for the game's already unmatched sidequests and house the major gameplay - defining hook of the whole adventure: the ability to transform into three of the most iconic races in Zelda history.
The cel - shaded graphics, Link's expressive eyes, and the gorgeous vistas that I got to sail across combined with franchise staples of solid dungeon design and responsive combat make WW a joy to play.
The clever and challenging dungeon design was a very welcome change when compared to the no - brainer dungeons in Phantom Hourglass, the touch controls were revamped so they actually worked, and the dynamics / interactions between Link and Zelda over the course of the game finally gave players a look inside the series» namesake.
The video is extremely thorough and sensible, providing perception into how the Diving Beats (Breath of the Wild's dungeon equal) fare in opposition to earlier dungeon designs of the sequence, and the way Shrines match into that mildew.
They were going in the right direction in terms of «audio, visual, general dungeon design, and tone.»
It knows it's a complete carbon copy of older Zelda games and uses that to its advantage with a funny and self - aware way of storytelling, coupled with good controls and excellent dungeon design, sometimes even surpassing its sources of inspiration.
The game can still be enjoyable with its fast - paced battle system, humorous interactions, and plenty of fanservice, but the low challenge level, bad dungeon design, and underwhelming story make it difficult to stay engaged for a long time.
Though it teaches a great deal without feeling like a tutorial, it also sets a precedent for simplified, streamlined dungeon design some Zelda fans deride.
Negatives include the dated graphics, the bland dungeon design, the odd game save mechanics and the steep difficulty curve, which may throw new players out for a loop.
Despite simple, painfully dull dungeon designs and PS3 era graphics, it's one of the best Tales games in years.
It's annoying because Metamorph is a solid little hack n» slash with fun action, decent dungeon design and a fairly deep level of strategy and RPG mechanics.
Four Swords and Four Swords Adventures each had four players take on the role of Link in dungeons designed with four players in mind.
I wish the dungeon design was a bit more linear and getting a taste of the job system in the prologue would have been great but regardless I'm overall satisfied so far.
With the benefit of having played the newer Zelda games, I didn't noticed before how block based this game is, in regards to the dungeon design.
Some are much harder than others, with Sector Eridanus being the standpoint in terms of dungeon design, but this challenge is important both gameplay-wise and narratively.
World and dungeon designs are well done.
The music is great with a lot of enjoyable tracks, the characters are some of the most vibrant and interesting, and the dungeon designs are amazing.
I screamed, «I didn't put that gimmick in the dungeon design
However, I just wish there were more variety in the dungeon designs.
On top of that the combat is a satisfying mix of speed and brutality, the dungeon designs are great, the platforming solid, the storytelling enjoyable and the art - style beautiful.
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