Perhaps the most welcome
element in the boss fights is that they mimic the exploration levels.
Not exact matches
- goal of the game was to allow players to do lots of things - the dev team took one
element at a time, and then worked to «multiply» them
in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to
fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options
in mind may lead you to beating a
boss or solving a puzzle
in a unique way
The game gives the player some interactivity here and there with story scenes & choices and the player does get into a couple of fun early
boss fights, but it takes too long before the player gets to the first real dungeon & can start actively engaging
in the social sim
element of the game.
Building on the collection
element introduced
in Skyward Sword, where the player is rewarded for stockpiling ingredients and monster parts that are acquired from various enemies and locations, the new Zelda spaces out monsters, group -
fights, secondary
bosses, Koroks, and Shrines with areas to forage for cooking ingredients and hunting zones with non-monster animals that provide meat (which is also the most effective way to earn money within the game, excluding a few mini-game exploits).
While the system starts out incredibly simple, it grows more complex as the game goes on and it introduces new
elements, such as actions during waiting periods, supporters
in the
boss fights, and anything using the Ether gauge.
In conclusion, despite having great core gameplay that continues with the Ninja Gaiden tradition, such as awesome swordplay and interesting boss fights, the game is simplified to a fault and diluted with cinematic gameplay elements that cripple it in the proces
In conclusion, despite having great core gameplay that continues with the Ninja Gaiden tradition, such as awesome swordplay and interesting
boss fights, the game is simplified to a fault and diluted with cinematic gameplay
elements that cripple it
in the proces
in the process.
Plus,
elements carryover from 0, such as
boss fights and «Majima Everywhere,» which is a slight nod to the Mr. Shakedowns
in 0 who effectively stalk you
in the game.
Puzzles and
boss fights are just the right complexity and the level design is spot on... From the control scheme to the visual design the game just feels «right» as though all
elements are working
in harmony.»
Another puzzle
element comes
in when you
fight certain enemies and «
boss» monsters: they often can only be killed with a particular weapon, and finding out which weapon is effective on what alien is part of the fun of Cerberus.
There was already one vehicle mission
in the first half and one
boss fight, so these
elements weren't completely our of nowhere.
The narrative
elements are ridiculous
in all senses, reworking enemies, levels, even
boss fights as you're playing, leaving you with a stupid grin on your face well after you've finished playing.
If the
boss fights alone aren't enough for you, the shmup
elements are taken a step further
in level seven, which is played out entirely as a vertical shooter stage.
The game also throws
in a strong shoot»em up
element, complete with
boss fights.
The power metal that Brad plays is catchy and maintains the spirit of the game, increasing
in tempo and vibe during different
elements of gameplay, such as
boss fights or when Brad uses a power - up.
At the beginning the online
elements feel like a nice option, but by the time the last fourth rolls around you'll be glad for assistance; those last
boss fights are designed with multiple players
in mind.
Of course there's a platforming
element to any game that involves this much high - altitude movement, but the punk - rock attitude, bright colors, and frivolousness of Sunset Overdrive felt to me at odds with the difficulty
in some of the
boss fights.
Over 20 available weapons, each with their own customizable
elements to
fight enemies and engage
in epic
boss battles
What Needs Improvement: unexpected limitations,
elements could have more impact
in gameplay, shooting through objects, no
boss fights, no knife, control customization options
Ultimately, many
elements of the original game are improved, but some of these improvements come out a little forced as you get to later parts of the game and
in boss fights.