Enemy archetypes should have good visual design with clear roles, and sub - types / variations on those archetypes should be clear as well.
AlphaDream and Intelligent Systems would continue that trend by naming individual Toads in villages, iterating on famous
enemy archetypes, and revivifying stale worlds and concepts with every game.
The cultists are based around the same
enemy archetypes as Pagan Min's army: the one that throws Molotovs, the heavy one, the one with the bow and arrow, and so on.
A combat game where the protagonist becomes more skilled with a gun can have easily recognized
enemy archetypes.
Prior games saw a more simple, straightforward combat system, with a handful of differing
enemy archetypes creating varying challenge here and there.
It's a good and often great game, but in the first 6 hours of playing it, I only saw one real
enemy archetype — guy with gun.
Not exact matches
Enemy designs feel like a greatest hits of well worn
archetypes: fast minion zombies, fat exploding zombies, heavily armored elite zombies.
You've got two seemingly generic fantasy hero
archetypes (a scantily clad elf ranger and beefy human warrior), a simplistic, overarching plotline and gameplay that has you wading through the same (or very similar)
enemies throughout most of the campaign.
Public
Enemies, for instance, takes the public conflict between Dillinger and Purvis —
archetypes of American popular imagination — and connects it to the rise of surveillance, telecommunications, modern banking, and fascism, producing something that often feels like a creation myth for the latter part of the 20th century.
He is foul - mouthed, kills his
enemies and basically lacks respect for the superhero
archetype, which makes this entertaining movie stand out from the pack.
You choose a class
archetype, explore dungeons while exterminating
enemies, level up, and then defeat the dungeon boss.
According to the devs, this
archetype charges much like a bull, picking up
enemies while he does so and then tossing them up in the air when he comes to a stop.
optimized for touchscreen input — Explore a grim cyberpunk future where magic and technology rule the streets — Make every action count in gripping, turn - based tactical combat — Create and customize your character from one of six unique
archetypes — Over 350 different weapons, spells and abilities: sling fireballs, kneecap
enemies with your shotgun, or roundhouse kick them in the face!
Sure, many of the
enemies were fantasy
archetypes, but they each had their own distinct visual style that set them apart and more importantly, they behaved differently from each other thus resulting in more varied gameplay.
The arsenal of doomsday devices which we have at our disposal has also been made much more realistic in comparison to the production's
archetype; however, there is no shortage of various weapon prototypes, such as the Tesla coil which electrocutes nearby
enemies.
Likewise, new
enemies are, by and large, variants on Souls
archetypes — powerful knights, skittering insects, giants, surreal monsters cobbled together from random parts and, of course, dragons and their kin.