Sentences with phrase «enemy design makes»

These time powers paired with the good enemy design makes combat a blast to play.
This enemy design makes kiting and circle strafing large groups on enemies more of a chore than a challenge and limits unique combat styles.
Creative enemy designs make particular bosses stand out, such as the art obsessed Stefano Valentini.

Not exact matches

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Those results were used to design a first - person shoot»em up game that could choose to make enemies appear in places where they would be either easy or hard to see.
Enemies and boss fights are bland, but this is more than made up for by excellent level design, hilarious dialogue, loveable characters, and an expertly realised, brilliantly Australian world.
There are specific maps and levels designed for a certain task or mission you are assigned to but the levels are beautifully crafted and made where each section of it is tailored to give the player a scare of unexpected enemies and / or side task that you can complete.
It's well - made but unbalanced encounter design results in some long struggles against enemies that will regularly make short work of you.
The weapons are nicely designed and fit with the afghan setting but provide little recoil making it a little easier to use Assault Rifles for long range encounters with the enemy.
The giant open spaces made the world feel empty and the enemy design felt cut - and - paste.
The gritty art design and great enemy types do a great job of world - building that makes this reboot feel very fleshed out.
Ubisoft internal brand manager Thomas Leuroux - Hugon made it clear that there are three main differences between Future Soldier and Ghost Recon: Online: the increased lethality of weaponry, the level design, and the resulting importance of intelligence, i.e. learning your enemies» position on the map.
In fact you may recognise some aspects from other games from gaming past especially with the inclusion of enemies that resemble Thwomps from the Super Mario franchise, a design which Big Pixel Studios have made no effort to hide.
However what makes Kirby: Planet Robobot so different to its competitors is the level and enemy design plus the heroic protagonist who has the ability of absorbing new powers which adds to the overall gaming strategy of this game.
Shadow Warrior 2 also tries to improve the replay value for some of the story missions by making each of the level random, so while the core mission will remain the same, the enemy variety and level design can change on each subsequent visit.
The ability to drive enemies through a purposefully designed maze may pique the interest of some, but the otherwise fairly standard gameplay makes it more suited to those getting their first taste of a tower defense game.
Slowly but surely, the Alfa Romeo Giulia QV is making its way into the market with sheer performance and exquisite design, managing to destroy its enemy with just a push of a button.
Being forced to sit between my mortal enemy and my ex-girlfriend every afternoon made seventh - period math feel like my own private Kobayashi Maru, a brutal no - win scenario designed to test my emotional fortitude.
I think these devs are more so picking games that acted as huge influences on them getting into game development, or games that influenced their own design philosophies (hell you could even argue that with Kojima and Pokemon, Peace Walker and MGSV both had you «capturing» enemy soldiers to make them a part of your «team»).
«Level design has an important role in this balance of fair difficulty, so I spend most of the time playing my own games, making sure there are enemies placed for the player to learn or loot, places where the game becomes exigent, and places where the player can take a breathe.»
I just finished Tales of Berseria, the story keep me going, since the game design is inferior to past entries, while combat is more streamlined like with Nier you either make little to no effort or even just leave autoplay, OR you get constantly one shot which if it were playing coop it'll make sense, but constantly reviving the cpu allies, got tiresome, also I might not get it, but it doesn't make sense to me that you get more experience points in lower difficulties, especially when enemy levels are doubled on higher difficulties.
I really liked how Hard mode radically altered stage design instead of simply giving you a single health point while making enemies meaner.
Naturally it's a basic visual style, but enemy designs are universally awesome and everything is beautifully animated, making this a real looker.
It's an admirable goal and one that Dark Raid all to briefly manages to capture before you realise that all this is is a poorly made FPS which struggles to nail the three core tenants of shooters: weapons, enemies and level design.
Because the game can't rely on color that makes the art - style even more important, but Amy's enemy designs, environment designs and general style are really quite boring.
The combat is tight, levels are well designed, and the enemies are fun to kill — everything comes together nicely to make A Robot Named Fight!
Level design is far more open, allowing for multiple strategies and varying enemy AI to adapt in real time and make each encounter feel unique.
The freeform character development and top notch enemy design, both in terms of their grotesque appearance and tricky mechanics, are worthy of high praise, but it is the sense of accomplishment - found in surviving against the odds - that makes Dark Souls worth hammering away at, diving face first into constant failure.
The character design is rather varied as characters are referred to as assets as your character is sitting in an immersion chair in full control over an asset with different assets effectively having their own loadouts including a specific weapon to begin with, unique abilities and enhancements such as Collene Deckard classed as an Assassin with a 20 % increase in critical shots to enemies and a 10 % increase in speed who also has a Nanofiber Shadow Skin which makes the assassin practically invisible when in shadow as well as being equipped with a burst rifle and a laser pulse.
Even the first level on the tougher difficulty setting feels near impossible, but whilst I would usually relish the intense challenge, it's not thanks to the level design, or the enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
Set in a dangerous, ruined world filled with creatures and hazardous mist, your success relies on your ability to read the evolving situation and make strategic choices — placing defensive units, predicting enemy behavior and designing attack patterns.
Sound is also pretty generic, with human enemies making basic zombie - like noises while mechanical ones have no real personality to their audio design.
I don't expect much from the campaign but some good enemy / level design and thoughtful pacing could help make the campaign a decent romp.
Seriously, some of these moves are pretty much like fatalities and they have been designed to make everyone wince as kombatants twist necks, break spinal columns, smash skulls, thrust blades in the retinas of enemies and in Raiden's case, launch an enemy into the stratosphere and them back down to earth.
There are a lot of funny enemy designs which makes them so hard to hit sometimes (poor things!!)
Although it lacks the polish of other recent games like The Order 1886, the aesthetics of the environment make for a visual experience like no other and the enemy designs are all rather inspired, especially the myriad of bosses.
Falling Skies: The Game will also feature dynamic enemy AI and map randomization designed to make every mission feel new and fresh.
Behind that, though, is a great game with interesting enemies, a story that makes no sense but doesn't need to and some really good piece of imaginative art design.
The fundamental design of them suggests that you're going to die, and you're going to die a lot, but the only way to improve is to learn enemy patterns and try to make it further the...
Everything from the medieval architecture to the monstrous enemy designs will make you smile in amazement as you are dodging for your life.
The bulk of the game happens against the black background of deep space but the enemy designs are very colorful and offer enough in the way of variation to keep the visuals fresh as you make your way up in levels.
The cover - based shooting is solid but suffers from repetitive mission design that ramps up difficulty not by presenting new dangers and more intelligent foes, but by simply making existing enemy types capable of soaking up even more damage.
Not a Hero's level design and enemies also fail to make much an impact.
The challenges have been designed to make players rethink encounters in the raid with new obstacles to overcome, or new ways to defeat enemies.
Making multiple runs through these levels the enemy and level design start to wear thin.
You see, whilst the levels have actually been well designed, with multiple paths to glory available, hit - boxes are way off, with some hits of, or from, an enemy dishing out damage, whilst others fail to make the mark.
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.
While the world environments stay mostly the same, the level designs now include a larger quantity of enemies, a major number of gaps for Luigi to fall through, and rarely does it allow a place in which the player might feel safe to stop and rest; the game is all about speed and it makes it quite clear from the very beginning.
Each mission boils down to a series of enemy encounters designed to make you use cover as you advance and to force you to use your squads to protect each other until one of them can maneuver into a position to take out the enemy.
Without mentioning the obvious things that make the Souls series so renowned — like stellar enemies, engrossing level design and satisfying slash - n - dodge gameplay — there are specific gameplay aspects of Dark Souls III that are returning from older From Software games.
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