Sentences with phrase «fight lesser enemies»

Along your journey there are enemy icons that you can't help but walk into and start a battle (later you won't be forced to fight lesser enemies).

Not exact matches

Ks - Gunner Poldi is his own worst enemy, he must decide weather to play for a «almost big» team or a lesser team, if its the later then he must go to Mid table or lower to get week and week out game but if he wants to stay and fight for us he must work harder, he has the talent but not the hart.
If you get upset, it moves your child into fight or flight, which makes you look like the enemy — and makes her less likely to cooperate.
i think less enemies in the fighting scenes and perhaps making the puzzles alittle more complicated would make the game a «9».
I'd estimate that around half of the story and side missions forced me to navigate obstacles and fight waves of enemies with less than Kat's full move - set.
Over 90 % of the enemies you face don't even friggin» fight back, making the experience feel less like an epic battle so much as a systematic genocide.
Even in a combined offensive with other enemies, these patterns continually become less threatening with each fight.
For those that choose to start fighting him in their early twenties, the enemy of time will appear to be far less capable and strong.
The puzzles work well but I was less enthused by fighting enemies.
Then I played through on the hardest difficulty and suddenly my teammates had useless AI even when I give them specific orders, cover only seems to work when the game feels like making it work, and enemies become less fun to fight as they all have shields and barriers that my Biotic powers can do nothing about.
A double jump makes larger enemies easier to get around, while a wall climb makes fighting flying enemies a little less stressful.
The screens are less fights and more like puzzles, and I had a shocking amount of fun figuring out exactly how I could drag enemies around the screen so that I could defeat them all at once.
As I took advantage of lighting bales of hay on fire and creating bolts capable of freezing, I progressively felt more like a badass and less likely to run away from enemies, unless I had to for specific boss fights.
We may just get rid of the lesser enemies during a boss fight.
A fear meter tracks your enemies» fear level and the higher the fear the less effective at fighting the enemies become.
Fighting enemies in the game is of lesser concern but will take place on each level.
You then proceed deeper into a complex, where you must fight a boss while also fending off lesser enemies as they spawn.
Whether alone or with a team of friends or strangers, the goal is the same: to take the fight to our enemies and spread controlled democracy and freedom to lesser beings.
The game is often frustrating, the story makes less than no sense — I finished it, I couldn't tell you what happened in most of it, what I could tell you is so incredibly stupid that I can't quite believe they were things that happened in a game to see retail release — and the fact that Aya tends to lose all of her clothes if an enemy looks at her (I might be fighting some sort of city devouring Patrick Stewart, now that I think of it.
Metagal features classic jump and shoot action, 8 stages with unique environments, 30 different enemy types, boss fights, secret items to power up your character, and a soft death penalty «Gear» system that lets resolve mistakes with less frustration.
Another purpose of this Definitive Edition is to rebalance the gameplay; adding a manual lock - on, adjusting the Style system and boss fights to be less forgiving, a new highest difficulty level called «Gods Must Die», as well as options for Turbo Mode, Hardcore Mode and the «Must Style» Mode which requires at least S Rank style in a combo before damage can be dealt to enemies.
Not only is it advisable to keep switching weapons depending on the enemies you're fighting, but it's also handy to switch to weapons you use less often while jumping through difficult areas - all the better to «protect» the guns you use most.
Some enemies will regenerate lost limbs, albeit deadlier, mutated variations of them, which means they're never less than interesting to fight, whilst the bosses are memorable encounters and look as lovely as you'd imagine, which is to say hideously ugly but technically amazing.
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.
When attacks are visually pleasing it makes fighting the same type of enemy a little less boring and monotonous, watching them explode into shards of ice or just simply die from a stab wound is rather satisfying.
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