Sentences with phrase «enemy designs»

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.
What I found somewhat disappointing, though, was the lack of level and enemy design in which to cleverly use each of the elements.
These time powers paired with the good enemy design makes combat a blast to play.
Enemy design lacks creativity both in the visual department and gameplay.
Enemy variety might be a concern, from has been shown enemy design looks to similar.
Persona 5 is an excellent game with a lot of style and unique enemy designs.
The game has some great detail, some great enemy design, and improves enough from the previous game to really keep you on the edge of your seat the entire time.
Exclusive access to ALL THREE private streams for enemy design, stealth power design, AND boss design!
There were aspects I really enjoyed, from the catchy music to the creepy enemy designs.
Basic enemy design is fantastic with bad guys who movie quickly and are tough to hit too big bad powerful creatures who can take tons of damage.
Character models, despite their occasionally exaggerated proportions, are beautiful, and enemy designs perfectly represent the fantasy realms they came from.
Character models are fairly detailed but enemy designs repeat far too often.
Regardless, the games still deliver some truly twisted enemy designs, and the cut scenes still are impressive considering how old the games are.
The Evil Within 2 is a creepy world filled with many interesting enemy designs.
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.
With all the wonderfully inventive enemy design present in the game, it's a shame there couldn't have been a concerted effort to make something different.
Fantastic atmosphere, great looking visuals, weapons and upgrade system are well tuned, intricate enemy designs, long and strategic boss battles, and fun and engaging combat system.
The game employs more - serious enemy designs later on.
The ship and enemy designs in particular are very good and the interface, while initially confusing, soon makes sense.
Enemy designs feel like a greatest hits of well worn archetypes: fast minion zombies, fat exploding zombies, heavily armored elite zombies.
Creative enemy designs make particular bosses stand out, such as the art obsessed Stefano Valentini.
Saying this, Capcom go extra weird with enemy design choices this time and you'll be consistently challenged throughout.
«Rise of the Martian Bear» will take the fight to the Red Planet, where players will be challenged with new enemy designs and levels.
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.
Every single level is absolutely jam - packed full of secret collectibles and varied enemy design, it's easy to appreciate the passion Retro Studios has put into the title.
The team - up resulted in a pair of enemies designed by none other than Dragon Ball creator Akira Toriyama and One Piece creator Eiichiro Oda.
- This is Zelda through and through, but it's not as good - With only minor variations, Oceanhorn shamelessly borrows from the Zelda series, copying enemy designs, the ocean sailing from The Wind Waker, dungeon layouts, and characters like a certain water princess - It's not innovative - The worst part, though, is that enemies respawn — incessantly — even when you remain in the same general area.
Slightly uninspired enemy designs and repetitive puzzles.
With your focus firmly on one monstrous enemy the design flaws within the combat system are largely banished, leaving in their wake a joyous challenge.
In this way, music can influence animation phrasing, platform budgets push new ways to visual fidelity, enemy designs inspire sound effects.
There are a lot of funny enemy designs which makes them so hard to hit sometimes (poor things!!)
I'm happy to report though that the game does get much more interesting towards the later levels with some simple puzzles and better enemy designs that have the power to warp your vision or attack you if you are not looking at them.
To be clear, there are a huge number of enemy designs within the game, but they aren't used sparingly at all, with many revealed within the first few levels and thus leaving very few new ones after the fact.
The original enemy designs in Space Invaders have become so iconic that you don't need to be a gamer to recognize them, in any case.
The level and enemy design on display is solid, providing several memorable stretches that helped wash Ariandel's taste away.
The wide variety of guns keeps each playthrough feeling fresh, regardless of the character chosen, and the diverse enemy design is sure to keep players on their toes as they force their way through the Gungeon.
o New controls, mechanics and enemies designed specifically for PlayStation Vita.
With interesting characters and a very compelling world, your goal is to return to the past in order to save the present as you take on a variety of amazing and challenging enemies designed by acclaimed artist Akira Toriyama.
Shiren the Wanderer's visuals are as captivating as ever with vibrantly detailed characters and environments, clever enemy designs, and gorgeous 2D animation.
It's dark but still very well designed; although I think the excellent enemy design overshadows the backgrounds, which aren't as meticulously detailed.
The prototypes of Kid Icarus Uprising enemy designs.
DYKG covers hidden rooms, unused enemy designs, movie references and more in this Arkham Asylum video.
The lack of color, the jagged edges, and simplistic enemy design all seem underwhelming at first, until you realize that they are presented exactly as they are meant to be.
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.
T - virus enemy designs look decent, but some of them have a very fake looking death animation where their bodies will go limp as their body falls over on its side and dissolves.
I have to give credit to the development team for RE6 for coming up with some unique enemy designs when compared to RE5.
Unfortunately, it doesn't take away from the fact that even on the PlayStation Vita (both versions ran solid) the game does find itself in trouble with limited enemy designs.
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