Sentences with phrase «element in the boss fights»

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 procesIn 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 procesin 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.
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