Sentences with phrase «enemy design»

The game already hit a home run in terms of enemy design and variety, and the bosses only add to that impressive list of uniqueness.
The framerate is consistent, even when the screen gets filled to the brim with flying bat - balls or Minotaur bots (as you may have gathered, enemy design leaves a lot to be desired).
The animation is spectacular, the enemy design is unsettling, and dodging, jumping, and slashing away at tentacled monstrosities feels smooth and responsive.
The biggest issue with the game is the enemy design.
Even little details in the geography and enemy design can be clues into piecing the narrative together.
In terms of what Bayonetta is fighting, the enemy design is ever - so - slightly less impressive than in the original, but only because the universe was already so comprehensive and fully - formed.
IGN loved Dark Souls 2's rewarding sense of challenge, combat and haunting enemy design.
Experience working on 3rd person action / adventure games, demonstrating major contributions in the areas of hero control schemes, enemy design, navigation mechanics, and combat.
The enemy design is a little more inventive, even though they don't look very good in a 2018 gaming world.
I'm more thrilled that it does horror comedy (1 of my favorite things) in Borely Mansion, its design and technology combined to make something truly stunning aesthetically (and its soundtrack is no slouch), and its puzzles / enemy design finally took the step from «speed bumps» to «roadblocks» that make games truly special to me.
These time powers paired with the good enemy design makes combat a blast to play.
Dead Space got atmosphere and enemy design right, but went too far with giving the player power.
Enemy design lacks creativity both in the visual department and gameplay.
This enemy design became really popular!
Action and combat - driven — you are a subject matter expert in the area of enemy design and combat feel
GOW's production values are fantastic, but its gameplay is as generic and boring as its enemy design.
This isn't to say the enemy design is unfair, but they perhaps are a bit spongier than they should be.
Score Rush feels a good bit like Mars Matrix in that regard, itself a fantastic shooter with humdrum enemy design where the opposition feels like little more than placeholders for players to train their lasers upon.
Enemy design is neat and well varied, but they lack any animation — everything felt fairly static during battles, so enemies never felt particularly imposing.
- Heavily conscientious level design - Metroidvania progression - Classic open - world Overworld and Dungeon format -16-bit graphic and audio style -8-voice Chiptune and lofi sample soundtrack - Classic 8 - way and 4 - way navigation modes for gameplay - Enemy design invoking original standards of 16 - bit era - Intense, brutal bosses which require learning and observation - Highly challenging combat sequences with a high skill ceiling - Puzzles built around observation, item use, and sequential logic - Complex trading system to obtain optional items - Customizable playstyle based on which items player obtains and equips
Enriched with an exceptionally gorgeous and realised world, an enthralling narrative — dripping to the core with intrigue and mystery — and some of the most creative enemy design that ever graced the light of gaming, Horizon Zero Dawn is an absolute gem of a PlayStation 4 exclusive.
If you liked Donkey Kong Country Returns, this game is improved in every possible category, from a stellar soundtrack and graphical fidelity, to the variety of levels and fantastic enemy design.
The enemy design and AI is a little disappointing.
It's more of what made the original Shadow Warrior a cult hit; silly humor, beautiful environment and enemy design, fun gun and sword play, plus a host of supernatural abilities influenced by asian mythology.
Some of the enemy design cues are a bit too subtle, requiring some trial and error to figure out which shape category certain creatures belong to, but for the most part the boss and level design is well balanced and inventive.
One area Deep Blue really shines is the enemy design; the screens shown here don't even scratch the surface of the plethora of different foe you will encounter.
The enemy design is so perfectly varied, with unending hordes of wildly different robots all attempting to mow you and the humans you need to save down with every kind of Tron inspired laser weapon under the sun.
And thanks to thoughtful and consistent level and enemy design, Link is given ample reason to continually employ all of these tricks throughout the entire game.
Enemy design is rather hideous in the sense of how players would anticipate enemies to look in a survival horror game with a gigantic female enemy named Guardian towering at around 8 feet tall wielding a saw blade as it runs at Sebastian whilst giggling, while a common yet scary enemy is The Lost and Hysterics which have a craving for feeding on human flesh, alongside a vast number of enemy bosses that are just as strong and ferocious as Guardian.
What separates this game from a lot of other open world games is the absolutely stunning enemy design and complexity of some of the monsters.
While our team will be focused on character design, storyline, boss and enemy design; we have outsourced other important elements.
Enemy design is just wonderful in Shovel Knight.
Sporting some very low - fi, almost Minecraft-esque graphics, Eldritch still manages to generate superb atmosphere via some excellent audio and good creepy level & enemy design.
Exclusive access to either a private stream where we design a new stealth power as a community OR the private enemy design stream if you prefer!
The added fidelity in Dark Souls 3 could have just been a simple upgrade in texture detail, but FromSoftware treats the extra space like a wider canvas, pushing their themes and story through every possible avenue — sound, music, enemy design, animation, dialogue, item descriptions, environmental cues — with more finesse and frequency than ever before.
The enemy design is lacklustre and copy and pasted so many times that you'll want to claw your own eyes out due to boredom after a wave of flying books assault your character for the thirtieth time.
Also includes exclusive access to the enemy design forum and name in the credits as «Enemy Designer» + ALL of the above!
Enemy design is more diverse than ever; long - haired skeletal spider people sucked my face off, fire witches reduced me to ashes from a hundred yards off, and the icy quadrupedal Irithyll knights chopped me up into a big bowl of frosted flakes.
The enemy design, like the gameplay, is outstanding, and potentially even dethrones the king of wondrously weird enemy types, The Binding of Isaac.
The enemy design is inventive and diverse, ranging from «evil clones» which follow your exact movement pattern a couple seconds behind you and kill you on impact, to stationary chain - gun turrets.
Enemy design is nondescript and ranges from ships, to stationary objects that spew projectiles, to robots.
Environment design is as varied as the enemy design and is equally as world class as all of Housemarque's previous games.
The combination of new gameplay twists (being able to slow down and speed up time) and creative level and enemy design was something to behold.
Despite every enemy being robotic in structure; enemy design is still rather varied as enemies range in size, shape and attacks including small and large spiders, laser beam and bullet shooting turrets, horizontally and vertically standing circular discs and much more besides.
The new Sands of Time had a far more appealing art style, and way better character and enemy design.
This laziness comes across in the enemy design as well.
The enemy design was among the most creative the franchise ever achieved, the speed and fluidity of combat made the game simply feel more enjoyably to play and the story and lore pays homage to some of the best horror writers the world has ever known.
And the enemy design seems to be discouraging straight - up waggle, so that's a plus.
When you put it all together, there's an immediately diverse pool of attacks to toy with from the outset, and the enemy design comes up with quite a few ways to make sure you deliver the right attack at just the right time to expose tender areas or weaken foes for a bloody, immediate kill.
There is some great level and enemy design at work here, along with the ingenious black - and - white segments in certain levels, which force players to use Kirby's most underrated and oft - forgotten basic ability to suck in objects and blow them out as stars.
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