Sentences with phrase «ends the boss battle»

While the story is completely inconsequential and remains untouched since the XBLA outing, making your may through the 10 puzzling levels, taking out minions, and socking it to the challenging, level - ending boss battles makes for an engaging campaign despite the poor narrative.
While the story is completely inconsequential, making your may through the 10 puzzling levels, taking out minions, and socking it to the challenging, level - ending boss battles makes for an engaging campaign despite the poor narrative.
If they make the end boss battle too easy the hardcore fans will complain, if they make it too hard the more casual fans will complain or not even finish.
Jensen remains an empty frame from start to finish, the end boss battle is confused and borderline misogynistic and then there's the 3 button ending.
In the end boss battle, the three I wasn't controlling would just stand there and shoot over and over and not even flinch if the enemy hit them — meaning they don't even try and dodge or move, they take the pain and die quickly.
While I would have loved some level - ending boss battles (I think they would have been a perfect fit for this title), the more I played the game, the more I loved it, and I can't wait to hop back into Butcher and progress into the game even further.
I believe in my first run through the game, which lasted maybe 8 - 10 hours, I died three times and one of those was because I was far too under leveled for The End boss battle.
In fact, players can go right to the end boss battle from the very start, but it would most likely end badly.

Not exact matches

This game consists of 3 levels with a boss battle at the end of each level.
From glitches to repetitive dog - fights and long stretches sans jet - pack, there is always something to ruin your fun as you trudge toward a wholly disappointing boss - battle and an inconclusive, patchwork ending.
It also features more than 20 boss battles, 15 levels, 10 unique weapons, and four endings to discover.
This acts like a dungeon finder found in most MMOs but it gives you five randomly generated rooms to battle through with a boss at the end.
Raven more than holds her own in a fight, and each boss battle ends with a unique finisher animation as she and Kat go full Sailor Moon.
The chapters end with boss fights, which are on a grander and more complicated scale than regular battles.
Boss fights — Every level ends in an over sized boss battle like and good shooter of this style should.
In terms of enemies, you'll be fighting an almost never ending hoard of grunts but this series has always been about the awesome boss battles which requires the player to find a weakness and then exploit that weakness.
Doing so means that he has to fight his way to the end of each dungeon and battle an extremely easy boss at the end.
After going through enough story scenes, a dungeon will materialize then you have to battle your way through it in order to eventually defeat the boss at the end.
The 40 - minute sniping duel with crack marksman The End is still among the most cannily conceived boss battles ever, more than a decade on.
You will have to fight ninjas and other random enemies as you progress toward the final boss battle at the end of the quest.
It gets repetitive by the end of the game and while some of the boss battles are rather well executed, majority of the main story campaign screams for missed potential.
The video ends with a nice look at a battle with an intimidating wyvern boss.
After the staggering one - hour boss battle with The End, MGS3 gives you time to consider Snake's state of mind with a two - minute ladder climb backed by a quiet, vocal - only version of the Snake Eater theme.
Yes, minigames now are not after the end of the turns, but activating them do happen very frequently, because almost every space does so, the vs. the 1vs 3, the B.Junior, the blue one (alot of the times it has one inside) the battle one, and the bowser one (which sometimes can bring a heartpumping one), plus the obligatory boss matches which are 2 per stage, all having a very critical contribution to the success of one particular match!
Not only does the footage show the final boss battle, Samus doing some day saving, but in the credits, there is a scene, in which we clearly see the arm of Sylux, the very same Sylux who in Metroid Prime: Hunters, chased after Samus at the end of the game (provided you finished the game with a 100 % completion rate.)
Sure, it turns into a video game boss battle by the end, but for most of its running time it's just an actual movie.
It was almost everything that MGS2 should have been - stunning graphics, great combat, a flexible and entertaining stealth system, inspired boss battles and a storyline which didn't end with what might as well have been Raiden waking up and finding out that it was all a dream.
Just a word to the wise, make sure you play the end credits, the boss battle is awesome.
At the end, you will have to face off against some real NBA legends, and these could be the equivalent of boss battles.
It is the different places and boss battles that kept me pushing threw to the end.
Defeat Dr. Robotnik in the final boss battle with Knuckles & Knuckles to receive an alternate ending screen.
the best strategy I've come up with for mp9 is win to most of the minigames, I say most because of all the luck ones, save my dice blocks for when I need them most, try to become captain for the boss battles and captain events so I can choose peoples fate and earn captain bonuses, and hope that I don't get screwed up by having people earning lucky spaces that give them a million mini stars, hoping that I don't land on spaces that make me lose lots of mini stars, and hoping that I don't end up getting caught by the bomb / boo / sushi / lava.
Story Mode can end with some sort of boss battle (which also need to be put in from Mario Party DS), but nothing like Mario Party 8s.
We went hands on with a number of segments: some of the Agent origin / recruitment story missions, a few small open world segments, and some more linear missions that ended in pitched boss battles.
Boss battles are fun and fast, but the bosses end up feeling like regular enemies after a while.
During their adventure, players will experience epic boss battles and a branching story with diverging arcs and multiple endings.
I was fighting a boss that required firing arrows to take it down and I ended up breaking four bows during the battle.
In Story Mode, you play through each of the party and duel boards, before fighting in a boss battle at the end.
Without spoiling anything, the game ends with one of the most enjoyable boss battles I've played in a long time.
Its end game boss (Amatsu Magatsuchi) is a magnificent beast, a fun battle and will not be in Tri Ultimate.
Near the end they point out some flaws, with the boss fights being their biggest gripe with the game, saying that, «DmC falls flat when it comes to the boss battles
I encountered a boss battle that appeared to have ended my play as it kept crashing my game before the final blow.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
The battle will take them across different time periods and environments - from Aztec jungles to the deserts of Egypt with a deadly boss awaiting at the end of each environment.
The demo ended with a large boss battle — shaky cam video above — where the party took on a troll.
Each level is split into 20 waves of attackers, and at the end of each level, you will come to a boss battle that is a little more challenging than that level's previous waves of invaders.
While the game suggests there is some kind of plot, this is never covered in - game - you simply run through the battles, fight the last boss (which has no explanation), and then whoever gets the last blow on the boss gets a rather story un-related ending consisting of a couple of bits of artwork and text, usually with cameos from various other Capcom / Marvel characters in unusual situations.
Ending with an epic boss battle.
However, the one key factor about each stage is the boss battle at the end, and as I mentioned on harder difficulties you get a tougher battle with more layers of depth.
Boss battles end with Bayonetta striking a ridiculously sexualized pose, and transforming her magic hair into one of several different oversized beasts, who then proceed to finish off the boss in a spectacular, gory fashion.
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