I hate that dark
dungeon feel, especially in the gloomy winter.
Instead of a top - down
dungeon feel, Fractality concerns itself with platforming and puzzle solving while growing or shrinking to get further into the recursively tiny world.
When we considered that each Shrine would take around 10 minutes, we thought maybe for a Zelda title, it wasn't enough, it wasn't meeting that
dungeon feel for the game, so we thought maybe for this game, we could incorporate a big dungeon and perhaps one that moves or one that incorporates a gravity movement system and so we considered a big dungeon and that's how we thought about the Divine Beasts.
Not as good as Conquest because of how gimmicky the traps from
the dungeons felt like.
The towns feel alive and outdo anything to date, yet
the dungeons feel all too similar and repetitive.
I enjoyed the subtle clues that were left and felt like they made
the dungeons feel bigger than they were.
None of
the dungeons felt like the typical Zelda labyrinths.
Some of
the dungeons feel particularly long for the sake of it, adding extra floors seemingly just to flesh them out rather than including them for a considered reason.
Even MM with its cliche - themed forest / fire / water / shadow
dungeons felt more fresh.
Thankfully, the fields and
dungeons feel more populated than ever before, and there are quite a few things to collect (Treasure Chests, items, and stat boosts) in each area.
From there,
the dungeon feels like many of the others in 15.
It's no walk in the park, but the immersive dungeon crawling and challenging foes that stand between you and your objectives will keep you engaged, and taking down a boss who trounced you on your previous trek into the heart of
a dungeon feels tremendously satisfying when you ultimately persevere, claiming their Blood Crystal for your own, which you can then use to unlock powerful Divinity abilities by offering it to one of the game's three godly vessels, making your otherworldly avatar even more powerful.
Digging through
the dungeons feel the same as in previous games, which can at times feel repetitive if you've played a lot of
Digging through
the dungeons feel the same as in previous games, which can at times feel repetitive if you've played a lot of Etrian Odyssey games.
And while Zelda can boast that — even back on the NES — all of
its dungeons felt unique and interesting AoM unfortunately can not make the same claim.
With Persona 4's dungeons, each one boasted their own aesthetic variances and visual design, but each floor and respective section of
a dungeon felt decisively repetitive and stagnant, with the actual floor layout being procedurally generated.
With such tight design, no story
dungeon feels the same, and this is great, since there are things that can get repetitive after a while.
Not exact matches
Sure, if you spend all your time in the
feel - good blogosphere you get the impression that the old school command - and - control style of management is dead and everybody has their Neanderthal brains safely chained up in a deep dark
dungeon somewhere.
The penchant toward realism has given us a popular culture that has made us
feel trapped in a
dungeon, assuring us that this is the way the world is and must be.
Chafing happens to me because it's a common complaint for long - distance runners, and I'm tired of coming home from a training session
feeling like I've just escaped from a fetish
dungeon.
Or the fact that the light only came in from those windows at the very end, which made the space
feel like a
dungeon by the time you got to back of it.
If you've ever
felt the need to crawl a
dungeon, this one is most definitely for you, as it serves as both an excellent «my first roguelike» and a challenging quest for the experienced spelunker.
I'm quite taken with this roguelike; it
feels like a game that came out of nowhere and hits all of the
dungeon - crawl buttons — steep challenge, lots of loots, and a ton of monsters.
If you are a fan of
dungeon crawlers, this game will be in for your interest, although it lacks the multiplayer for a game that
feels like it should have such a feature, the other features such as Replay Value, class customization, etc within the game make up for it.
With its non-linear structure and surreal tone, Majora's Mask 3D sometimes doesn't
feel like a Zelda game at all, but it's those who know the series best who will get the most out of its demanding
dungeons and its many entertaining side - quests.
Don't get me wrong, the game is far from perfect: no multiplayer, negligible storyline, the
dungeons are «genereted» yet look and
feel the same, the only real innovation is the updated pet - and yet the game shines.
Don't get me wrong, the game is far from perfect: no multiplayer, negligible storyline, the
dungeons are «genereted» yet look and
feel the same, the only real innovation is the updated pet - and yet the game
If you are a fan of
dungeon crawlers, this game will be in for your interest, although it lacks the multiplayer for a game that
feels like it should have such a feature, the other features such as Replay Value, class customization, etc
It is of course only a
dungeon crawling diablo clone we have become used to but everything in ti
feels fresh and fun, i can't beleive i got it for only 7:50.
While they do a great job of defying the traditional Zelda formula for an overall improved product, I
felt the
dungeons could been a bit longer and that the
dungeon bosses could have been more unique.
i
felt bad because actually this game is not a
dungeon siege game and Square Enix made this game worse than ever.
Sadly, this presented an issue for me, The Alliance Alive requires very little grinding and there were times when I
felt way too powerful in
dungeons.
It's billed as a
dungeon crawler, sort of a halfway home between a roguelike and an Action RPG, and though those two genres may
feel overplayed as of late, I promise you that you won't be disappointed if you give Wizard of Legend a shot on PC, PS4, XB1, or Switch when it launches later today.
No clearer is this the case than in
dungeons, which
feel like they've been cut and pasted together, interspersed with insultingly basic puzzles that force you to backtrack and artificially extend the length of the adventure.
The comic book
feel to how the game presents itself is unlike any other game in the franchise, but it's also the design of the
dungeons and locales within Tokyo you'll visit, as well as the monster designs.
With its touch - driven combat that
felt like a proper RPG rendition of Fruit Ninja, Severed was a
dungeon crawler that
felt right at home on just about any device with a touch screen.
It absolutely scratches the itch for an old - school
dungeon crawler, and brings back memories of playing Azure Dreams and
Dungeon Master, but it definitely
feels a little clunky at times, and is simply lacking in some of the quality of life features of newer games.
The good thing about going to different times and places is that nothing looks too similar and each new area you explore has something different which keeps the game
feeling quite fresh which includes caves,
dungeons and other outdoor areas.
I sometimes read about how Aonuma wants to add online, but isn't sure how or if at all and I
feel like co-op side
dungeons like the challenge mode in Pikmin 3 would be the best way.
but I think I liked a bit more how TP worked out in art style,
dungeons really
felt isolating and spooky, and I think, that is how the player should
feel mostly trying to get the bravery out on the action!
«We're always going to be about strategy, but this was an opportunity and
felt like a good time to do something in a
dungeon crawler vein.»
Given that, Blizzard have really hit the nail on the head in this exciting
dungeon controller, especially with the controls on the DualShock controller that just
feels perfect.
To sum up my experience so far, the
dungeons of Twilight Princess
feel great but the story segments between them are longer than necessary and frankly boring at times.
The
dungeon exploration
feels lackluster compared to other similar games.
One is the lack of ability to jump and it
feels deliberate because of how the developers have designed each of the
dungeon and Island.
Unlike a game like Samus Returns, where finding health or missile upgrades can legitimately improve your odds of survival and make you
feel more powerful, Nightmare Boy gives the player extremely few reasons to risk exploring the
dungeon - like world more than necessary.
One of the last things I love about John Wick: Chapter 2 is that is
feels like a video game filled with nameless
dungeon thugs leading up to some incredible boss battles.
These cutscenes are absolutely beautiful, and give the game an extra
feeling of narrative weight, as opposed to the original's dry
dungeon crawler aesthetic.
Frantic gameplay, twitch controls and an arcade - style
feel meet randomly generated
dungeons, a complete skill tree, permanent death and 9 classes with different traits.
Not standard for a Zelda title, but the diverse locations made the
dungeons even more engaging and made each
feel like they were a legitimate part of the world.