Sentences with phrase «enemy encounters more»

The protagonist will gather weapons, ammo, healing items, and more, which makes enemy encounters more manageable, say
The protagonist will gather weapons, ammo, healing items, and more, which makes enemy encounters more manageable, say GQ.

Not exact matches

However, the history of the struggles and victories of the people, in their encounters with their enemies, and still more in their encounters with God, lives today and is immortal.
Encounters with enemies are fast paced and difficult with simple controls as to rely more on reaction time rather than proper item usage.
Engage in unpredictable encounters with combat adaptable A.I. Battle new and even more terrifying of enemies with 6 new weapons.
In fact, thanks to inspired new powers spawned from the mysterious Sheika Slate, puzzle - filled Shrines, brilliantly crafted enemy encounters, and a beautiful world brimming with life, the game's more familiar beats are better than ever.
Game - play wise the DLC plays straightforward lacking customization and different ways to handle situations playing more like a handheld tutorial for most of the game, treating you as though you were too stupid to learn the basics of combat from the base game or earlier titles, However this could all be related to getting the player to use the new hacking feature in which you can now use situational hazards to stun enemies, however the concept falls shorts as most encounters when you will need to use hacking are scripted and would be more efficient in those that are not if you made use of your already acquired skills from the base game.Overall the DLC like the game is visually impressive and combat still flows well but you cant help but feel as though you have been cheated yet again.
The level of difficulty is yet another aspect that will be changed, the gameplay is said to become more challenging, with epic boss fights and memorable enemy encounters.
The encounters are boring and over far too quickly, however the 2nd Runner provides a lot more depth per battle, with various different strategies to take down different enemies as well as the ability to pick up objects and use them in battle.
Doom is best defined by how melee executions are turned into a way to regain health and ammunition, encouraging you not to hang back and bunker down but get up close and personal with enemies in order to take them down and properly reap the rewards to thus make you more prepared for the next encounter.
Instead of nefarious beasts suddenly jumping at you from behind glass windows, Silent Hill's enemy encounters were often slow and more built up.
It gives you more attacking range than you would expect, but that extra reach will be appreciated as the enemies I encountered attacked with both projectiles and area of effect damage that could be difficult to avoid if you are overzealous.
However, being the world's best magic guy, he tends to encounter especially powerful supernatural enemies that are more interesting than simple «magic guys who are bad.»
One late - game zombie form takes many more hits to defeat, though, and this isn't a combat system built for longer encounters with a single enemy.
«Good is the enemy of Great,» wrote Jim Collins, in one of the more high - maintenance self - help plans you're likely to encounter.
For those who have never blasted a beam of ice in the face of floating brain leeches before, the series follows the adventures of bounty hunter Samus Aran and her many encounters with parasitic organisms known as Metroids, who more often than not are in constant threat of being experimented on and fashioned into biological weapons by Space Pirates: the Galactic Federation's perennial enemies.
Hard mode carried me a few more hours and then I finally landed on Normal where the enemy encounters would rarely get beyond my first round of attacks but the boss fights were still extremely challenging.
Bosworth manages to broker an uneasy truce between these friends - turned - enemies, but the women soon find they have more to worry about than old grudges and festering resentments when they encounter a trio of dishonorably discharged Iraq / Afghanistan veterans / hunters and Aselton makes the mistake of flirting way too hard with one of the men, who morphs instantly into a psycho once Aselton tries to pump the breaks on a make - out session and a terrified Aselton kills him in self - defiance.
But we're finally over that hump and now we're spending time polishing and improving those encounters and giving enemies more specific things to do.
Demon - seals that block off areas will dissipate as you defeat enemies from the previous area, providing more - controlled player movement and encounters.
After that it's on to the singleplayer guide which takes you through the main missions that make up the majority of the game, carefully taking you through each level, detailing the enemies you'll encounter, tactics and tips to beat them, where to go next and more.
Towards the end of the game you might be fighting 6 or more enemies but I found these encounters to be trivial since your characters will have so many powerful abilities.
When new enemies are introduced the guide will quickly run through what to expect from the encounter and how best to deal with them, although it would have been nice if they also printed the page number for the corresponding enemy in the enemies section of the book so that you could quickly flick through and study your foe in more detail.
You'll encounter all these new and terrifying enemies during the games more dynamic missions.
A rich and immersive game with endless thrills for adventure - lovers, Blade of Unagi It will feature five worlds, twenty enemy types, various NPCs, over twenty quests, five boss encounters, and much more.
But again, the real problem is, your choices often feel irrelevant and the outcomes arbitrary — you can lose (or gain) an entire vehicle from a choice in a random text box encounter, enemies ignore your attacks and just suicide run on your MCV, and tactical creativity never seems to be more effective than maneuvering your vehicles so that enemies crash.
All the mandatory sequel checkboxes are checked, too; more enemies, weapons, magical powers, boss encounters etc..
i.e. in cooperative games you will encounter more high - ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals and Crawlers)
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.
Episode 3 succeeds well in this regard, as enemy encounters focused more on battle strategy and choice of subclass rather than grinding (which isn't really possible).
It isn't until you progress further on that you'll get to encounter more difficult enemies.
I loved encountering a group of enemies and then deciding whether to use all of my energy to mow them down with the ultra powerful sniper beam, or be more methodic with my approach by unleashing the heat seeking missiles on my unsuspecting foes.
To make things more interesting, you will sometimes encounter other characters, who will give you small side - quests within missions in order to win rewards, such as taking down certain bases and defeating certain enemies.
There are times where even experienced players will need to retry encounters because enemies are just doing far more damage than they feel like they should be.
There are also other enemies, such as a machine - race called the Remnant, and many more enemies you will encounter also.
Some of the enemies from the previous game do make a comeback on American Nightmare, although they are much more subdued and easier to tackle as compared to other enemies that you encounter as you go along.
As early as the first dungeon will you encounter enemies that are several levels above your party and can not only hurt and take a lot of punishment, but some of them can also bring in more enemies to wreck everything.
But Epic Games has built in some key differences, and those changes make encounters with enemies more frequent and matches faster.
There is a strong assortment of enemies to encounter including various types of demons that fire different projectiles such as flames and some demons even attempt to capture the pilgrims; various enemies that roll along the ground that the pilgrims are walking on that will kill any of the pilgrims they come into contact with; vultures that attempt to peck at the pilgrims; plants that fire projectiles into the air; a woman's face with white make - up and red lips that blows fatal kisses; and many more besides.
As is, the game's more cerebral approach during the level - to - level gameplay allows the combat to feel rewarding and special when you finally do take axe - to - enemy, especially during the game's epic boss encounters.
The repetitive, frustrating enemy encounters are more of a hindrance than they should be, and the technical hiccups the title experiences only exacerbate the difficulty problem.
When I started the game on normal, enemy encounters were laughably easy, so I decided to bump it up to Hard for more of a challenge and better rewards.
The random nature of enemy encounters made firefights more chaotic, and gave an added element of challenge to the myriad battles you'd fight throughout the game.
Journey to the snowy world of Ariandel and encounter new areas, bosses, enemies, weapons, armor set, magic spells and more.
For randomly encountered enemies, an auto - battle feature often takes care of baddies efficiently, while more challenging fights against bosses and FOEs, enemies found throughout dungeons that are often more powerful than you, require you to use your character's skills more efficiently.
Players may even encounter enemies that are more difficult compared to anything that has been seen in the game so far.
When battles become more difficult, players can choose to cooperate with up to three other players through online (ad hoc) play in the Hollow Area and create a formidable raid party to take down large groups of enemies and more challenging boss encounters.
When the series went to life bars in Sly 2 and 3 they did something more subtle: everytime you die in boss encounters, the game slightly decreases the amount of damage you take with each hit and increases the damage enemies take with each hit.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
While Hotline Miami primarily followed the footsteps of Jacket alongside another perspective of a previously encountered enemy once you've finished the «Final Chapter», the sequel sets out far more confidently.
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