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 overtake
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 overtake
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 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.