The combat refuses to become repetitive despite the game having very
few types of enemies.
Not exact matches
Nice graphics boring gameplay killing
few thousands
of already dead guys isn't very fun.I like the weapons trough they are the same from the original painkiller just under other skin with some new additions.The backdraw
of the game: The long, very long.excruciating long loading time almost 10 minutes.The only thing that might make you wana play the same level again is the tarot card you get after finishing a level.I like the boss battles but in rest is pretty boring just the locations are varied.The
enemies are not 40
types how it might look but just 4
types.They all want the same and do the same.tones
of insignificant AI which comes in front and try to crack open youre skull.I got one!!!
They might appear as a generic
type of enemy, and
of course there are a
few of them in the Castlevania series.
And while a light and heavy attack allowed Zelda to fight through the
enemies without much threat, big hordes
of moblins, and there were several dozen on screen heading for her at almost all times, were better handled with a
few different
types of special attacks.
Where the problem lies is that Battleships combat just feels generic and soulless, and with just three
enemy types (one
of which is actually a mine, so really two
enemies) and only a
few weapons to choose from it's also lacking in variety.
As always you can swing between vantage points and perform a variety
of takedown moves,
of which there's a good
few extra been added in for this latest iteration, plus use your gadgets and the area's other features, like a new
type of grate that you can enter from the wall and numerous other things, including escalators which you can suddenly activate to send the
enemy tumbling down.
At least a couple
of different
enemies types keep you on your toes, such as the huge Leapers that can only be damaged from behind and the all - sticking sniper bots, but really it would have been nice to see a
few more
enemy types to make you switch up your tactics.
There's a distinct lack
of variety in the missions, the
few objective
type modes are all incredibly similar, your race and knockout modes are exactly the same albeit with a competitor knocked out after each lap, your delivery and assassination modes are basically the same with different targets, and every mode has
enemies you can bash anyway so even the race modes feel the same, the only unique mode is one where you have to evade the cops, simple and normally a menial task.
I agree that there were too many options before but I like having a
few choices to make depending on my playstyle and the
types of enemies.
This also happened during a
few of the game's «Points
of Interest,» a mission
type that tasks you with killing a small group
of enemies holding civilian prisoners.
There are a
few different
enemy types, all
of which you can jack by removing their head and stealing the body.
There are only about five
types of enemies, much
fewer than is usual for a 2D platform game.
It takes far too long to get to the good stuff with the first couple
of hours a disappointingly dull adventure offering too
few enemy types and mechanics to shake things up.
See, whilst very
few will fight back with projectiles, the sheer size
of their swarms will ensure you are under the cosh at all times, with the Deep Ones, Spawn
of Dagon, Fire Vampires, Flying Polyp and Tentacles just a
few of the various
enemy types.
The variety
of enemies in both
types and groups is incredible and the way Mass Effect 3 deals them out to you does not ever really get boring, in one mission you could be fighting the armies
of the reapers so you get the reaper
enemy types, in another you are fighting Cerburus and so the
enemy types from this group appear and
enemies get increasingly difficult as the game continues with new
types added every
few missions.
The combat, while containing the same
enemy types that we've become familiar with by now, does its best to keep things fresh with escort elements and a
few other surprises, while the investigation portions present a new
type of Mass Effect gameplay that expands upon the ME lore.
Sure, the
enemy layout varies from song to song, but with so
few enemy types and a general lack
of intelligent AI all around, the game seems like it would become too easy quickly.
A
few certain
enemy types made me yell and want to flee, including a zombie - like
enemy who runs at you with startling speed, often appearing from seemingly out
of nowhere.
Even the sounds that the game's
enemies and
few characters make emit a certain
type of creepiness, which suits their designs well.
There are a
few variations throughout the game, but for the most part you will have two
types of enemies: Ones who have guns and ones who don't.
We had three different
enemy types: we have the OD (who are the mutants) which have a lot
of different abilities, then we have humans (we have a
few different
types of those), and then robots (FizzCo robots).
The guys over at Kalypso Media sent us a
few gorgeous screenshots
of the new expanded Hard Reset: Extended Edition which will featurefour new
enemy types, five new campaign levels with about three hours
of new gameplay and improved graphics engine over the previously released version.
But for the most part, dungeons consist
of the same
few enemy types and layouts.
During quite a
few battles, players are forced to take a multitude
of different
enemy types, forcing them to prioritize targets and plan how to take them out and in what order.
For example, players might try a certain Pikmin
type against a certain
enemy type and lose a
few, but players can always regenerate these Pikmin, so the only thing lost is time, which is a factor because
of the time limit within the gameplay.
The slow dripfeed
of new
enemy types and character skills quickly reduces battles to tedium within the first
few hours.
There's a card for each character you meet, the
enemy types you encounter, and a
few that memorialize some
of unique items you will spy around town.
If you have played the New Order, you will immediately recognise a
few weapons and
enemy types as predecessors
of the same.
Overturn's straightforward level progression is well - judged in terms
of pacing, introducing the player to melee combat with fists on a
few basic
enemy types, before offering grenades and laser weapons.
Lastly, there are a
few different
types of grenades that can be used to blow groups
of enemies to pieces.