Sentences with phrase «fights in the game easier»

I found some of the boss fights in the game easier than parts of the first level.

Not exact matches

As they say, there is no easy game in the FA Cup, so we can look forward to another exciting ride as we fight to defend our crown....
This won't be an easy game, that's for sure but with the Wenger trophy hanging in the balance, I'm pretty confident that our lads will Nick the 3 points against a fighting Palace tonight.
Ozil as CAM, Ramsey and Jack behind him for easy games and Arteta or Flamini coming in for tougher fights (here is our biggest problem even those two are not up to standards of a good DM) It could work but I am most scared of the big teams as our core is still weak.
We can not take any of these games lightly after tonight's game against BATE, and I am sure that there will need to be changes by the time we facr Newcastle at home in one of our easier games, but until then I expect Wenger to play with his strongest side available as we fight to get back into the Top Four.
Although Huddersfield may be considered the easier game, it is extremely important that we make it our 12th home League win in a row ahead of United's visit and Wenger must make sure that whoever plays is up for the fight and will give their all for the shirt.
the way some of them have given up in games make me sick the money they get its just a joke and i know i do nt see wverything going on pitch side but i can see other teams players fighting like there lifes depend on it and when i see our team give up so easy im just so disappointed.
Whilst playing more for Valencia will give Pereira more experience in the game, it also shows that his fight may be a problem, opting for the easier route to first team football, rather than the tough route — showing the manager why you are better than the players he would normally select.
Fighting game fans will fall in love with the «easy to play, hard to master» format.
UFC 2009: Undisputed is not an easy game, but those who are patient enough to spend a little time with it, will discover one of the best fighting games in years.
Only One is an arena style sword fighting game where you grab a magic sword declaring yourself the «Only One» and then proceed to push and destroy waves of enemies off a pillar in the sky Defeat your enemies in gruelling combat or take the easy way out and push them off the pillar to their deaths down below Gain powers and strength with a wide variety of abilities and upgrades.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
The fast paced nature of the story means that a lot of the emotional beats and character development that are seen in the anime lose their impact here, but it also makes it easier to experience the game if you are playing it as a fan, just to witness some of the epic boss fights.
The game mechanics are easy to understand, especially the arms and accessories you hold in the fight.
With side missions and a conventional leveling system it's easy to grind and outpace your opponents in the game, but the game breaches this cardinal rule of punishing you for picking a fight with Lu Bu.
There are a total of about 35 characters in the game, and they all have unique fighting styles that are easy to pick up.
As I fought across the battlefield, Link showed up alongside me — he's a computer - controlled ally in single - player mode, but the final game will allow for two - player co-op, and it's easy to see how this will work.
The Valkyrie boss fights will be marked on your world map once you complete the main story quest making it easier for you to find them, but in case you want to challenge them to a fight before the end game, here are the locations of each Valkyrie.
Though BlazBlue: Chrono Phantasma doesn't do anything to revolutionize the series, or the fighting game genre in general, it is a solid entry that's easy to recommend to veterans and novices alike.
Although at first glance it's easy to toss Dream into the pile of fairy generic, so - called «walking simulators» clones that pervade Steam at the moment the game fights to be free of that label by tossing in a jump button which proves mostly pointless and puzzles.
This gorgeous fighting game employs nuanced mechanics with simple combos and easy - to - perform special moves in local or online multiplayer modes.
Since the original gameplay closely mimicked natural motion, this update did not break the functionality of the game in any way I have come across, although fights might be slightly less difficult as strafing and firing off spells is easier than blinking sideways and firing.
With combat being the emphasis in this game most of the time, it's best to know what skill works best in the enemy that you are fighting to make the battle much easier and smoother.
It's actually the easiest fighting game I've played in years, although it can be quite technical depending on the skill of the players playing.
Designed with accessibility in mind, Fantasy Strike provides players with a rare experience in the world of fighting games: a game that's unusually easy to jump into, yet with the depth of strategy and tactics that hardcore fans of the genre expect.
The moves are a bit easier to do than the ones in Mortal Kombat and are much better for folks who are new to fighting games.
With plenty of foot soldiers in the game, avoiding them is the easiest way to complete your objectives but every now and then, you will slip up and a fight will ensue.
Taking advantage of the extra buttons on the DualShock 2, we've added a snap button to make getting in and out of cover easier; we've added «swing out and aim» to L1 to make fighting from combat more intuitive and of course, we've completely re-tuned the game for the extra analog stick.
But does this new «easy in» mean Marvel is all of a sudden a fighting game for casuals?
The key question is whether MvCI retains the depth fighting game fans demand, even as it provides an easy in for newcomers.
Now I can appreciate that Onimusha is a much faster paced game than Resident Evil so the transition to a first - person view and virtual reality might not be an easy one, but we're in desperate need of a title dedicated entirely to sword fighting and I think Onimusha is a series that's been left forgotten too long.
These bosses are still pretty challenging and some of them can be very tough, but Souls veterans will most likely find the boss fights in this game a tad easier.
Unfortunately, I've been unable to test the online portion of the game (there was not much of an online community while in the review period — I will try this out and update the review with my thoughts post launch) but have played the local 2 player co-op extensively and it works brilliantly — it's easy to tell your own Vran from the other Vran which means it's rare that you get muddled up while fighting back to back.
On the face of it, Street Fighter 5's 2D fighting is ever so slightly easier to get to grips with than previous games in the series, with more forgiving timing on the linking together of attacks to form combos, and easier to trigger special attacks.
It's not easy to say very much about the game without any trailers or in - game screenshots, but if Deep Silver manages to create an atmosphere that's frightening, together with a solid fighting system, Cursed Mountain could easily take over Sadness «place as the most awaited horror game on the Wii.
In previous games getting in fights with them was something of a let down as they'd often make silly mistakes or freak out for very little reason, making for seriously easy overtakeIn previous games getting in fights with them was something of a let down as they'd often make silly mistakes or freak out for very little reason, making for seriously easy overtakein fights with them was something of a let down as they'd often make silly mistakes or freak out for very little reason, making for seriously easy overtakes.
A lot of games I work on are usually fighting game influenced, so I wanted to construct a framework so that creating future titles, whether 2D or 3D, would be easier in the future.
Some boss fights later in the game are much easier than ones I encountered earlier.
This has kind of been a problem in these games, and CyberConnect hasn't made it much easier with some of the new additions for UNS4, but the core fighting of the game is still alot of fun to play and probably the most dynamic that it's been in the series.
I am not that good at fighting games, but Injustice is similar to the Mortal Kombat franchise in that the controls are easy enough to grasp that you want to take the time to experiment with moves and combos.
The difficulty curve certainly varies throughout the game as there are some tough one - on - one encounters with walkers for Michonne to not only survive but also fight through, while there are easier areas of the game that require you to scavenge for supplies to maintain energy, so Michonne and her allies can stay focused and on the move, alongside other parts of the game that will need you to have conversations with your allies to plan your collective escape from multiple difficult situations in order to attempt to preserve everyone's survival.
The cruelty in Japanese game design is fully explored in this game: if you die at the end of a level you often have to start again from the beginning of it, boss fights are very difficult on even the easiest setting and will require many hours of trial and error, you also can not save the game whenever you want to.
The result is a title that's very satisfying to master, much like the console versions, and the in - game tutorial / combo assist screen make it very easy to follow what's happening, but just like any other fighting game time must be spent learning all of the nuances in order to really see the full potential that the title has to offer.
With side missions and a conventional leveling system it's easy to grind and outpace your opponents in the game, but the game breaches this cardinal rule of punishing you for picking a fight with Lu Bu.
It would be easy for a designer to come away with the notion that fighting games can't work in 3D.
Sirlin: If you make moves and combos easy to do in a fighting game, that actually tells you nothing at all about if the game is deep.
It sure sounds easy but as you keep on playing the game, you would notice that each characters in the game has only limited attacks that can be done compared to other fighting games out there.
There are moments where rather convoluted events happen in order to provoke a fight, but then you remember you're playing a fighting game and they kind of have to do that — believe me, it's easy to forget.
The fighting in the game is pretty easy to pick up at its simplest point but I know for a fact has more depth then I will ever be able to uncover.
Easy inputs have been common in handheld versions of fighting games for awhile (Tekken 3DS, SF4 on iPhone etc) but this would be the first Tekken for home consoles to feature it.
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