In -
game battle sequences will make use of super-deformed characters with movement and actions designed, in a way that should feel instantly familiar to many JRPG fans.
Not exact matches
I love the aesthetics and the characters were fun, but it took me awhile to realize that I was Trumping on everyone instead of just talking to them or trying to shake their hands, and the fact that the actual
battle sequences were based entirely on guessing where the invisible monsters were going to go and took place on the same piece of graph paper that you did your planning on made it feel like a cheap
game of Marco Polo rather than the Japanese high school equivalent of the Ghostbusters...
I won't go so far as to say this
game is poorly optimized, because it definitely isn't — especially in comparison to the backlog of PC ports that have come before it — but there are some issues with frame rate drops and stutter, particularly in
battle sequences.
For the most part the
game also seems to run like X and Y, down to the less confined roaming and
battle sequences
While most of the
game involves reading a linear story, sometimes Haku and company have to fight in strategy RPG - type
battle sequences.
Some of the action
sequences, while derivative, are reasonably entertaining as well, including one particularly video
game - y boss
battle against two of Set's henchmen on giant snakes.
There are more card
games than «
Battle Bots» competitions (look for Ron Howard's brother Clint, there), more filler Falcon flying
sequences than moments where anybody seems in genuine peril.
The
game is partially about exploring and solving puzzles, but the bulk of the gameplay is within the
battle sequences where you must fight enemy Rabbids.
The final
battle between Marks and Tiger isn't quite as memorable from a technical standpoint, but just seeing how much Reeves towers over his pint - sized co-star makes for a visually interesting
sequence that evokes the Bruce Lee / Kareem Abdul Jabbar fight in «
Game of Death.»
The world design is stellar and the
game moves smoothly from puzzles to chase
sequences to pseudo boss
battles.
The opening
sequence of «Captain America: The Winter Soldier» owed as much to «Metal Gear Solid» as to anything from the comics, while «Snowpiercer» both appropriated some of the tone of «Bioshock» and was structured very much like a video
game: the sense of forward progression, of discovery, even including occasional boss
battles (what is Alison Pill's schoolroom
sequence if not that?).
Graphically, the
game displays both tradition and innovation, as the action shifts from 2D to 3D during its tactical turn based
battle sequences.
Fort Commander II: Counter Attack — This is a tower defense / strategy
game in which players attempt to conquer opponents» strongholds via brief
battle sequences.
Tagging along to one of the best final boss
sequences in a video
game, the
battle music when fighting the Essence of Metroid Prime is sheer win.
Three different
game modes: Enjoy scenario mode with single - player style RPG
sequences, mission mode with traditional MMORPG questing or
battle mode with full - on player vs. player action.
God of War 3 is an action - packed thrill ride, a
game full of massive boss
battles, brutal combat
sequences, and controversial quick time events.
- Wind and Water: Puzzle
Battles [GP2X](Yuan Works)(«W&W is an arcade - action puzzle
battle game featuring three skill levels, more than 30 hours of Story Mode with hundreds of dialogs, anime - style intro
sequence, cutscenes, extensive tutorials, studio - recorded soundtrack, minigames, and hundreds of extras including art galleries and making of.»)
In the
game, players
battle opponents as they race around an indoor track, pausing occasionally to pound on rivals in close - up, Blades of Steel - like fight
sequences.
The
game will pack in a plethora of super-cool character abilities, combat - like action
sequences, epic
battle scenes, puzzle - solving and a unique story told with playful LEGO humour.
There's no transition from the world map to a
battle arena, it all plays out in one smooth
sequence that makes this a
game that flows quite well.
Instead, I get «missions» (what an awful name for Extreme Technical Timing Challenges), I can pay to download computer opponents that should have been in the
game in the first place, or I can slog through the inflexible arcade mode of fighting a
sequence of
battles over which I have no control beyond difficulty level.
Having played through the
game myself, it strikes an interesting balance between emergent gameplay found in the intense shooting
battles with the tightly scripted horror
sequences.
That
battles and cut scenes will open up on the
game world, rather than switching to a separate battlefield or cinematic
sequence.
Expecting just a showcase for graphical powers of vita, the
game turned out to be an all round blast, it had depth, it had variety, it had everything, only one thing i hated about it was the touch controls for action
sequence, (spoiler alert) even the final
battle.
I love the aesthetics and the characters were fun, but it took me awhile to realize that I was Trumping on everyone instead of just talking to them or trying to shake their hands, and the fact that the actual
battle sequences were based entirely on guessing where the invisible monsters were going to go and took place on the same piece of graph paper that you did your planning on made it feel like a cheap
game of Marco Polo rather than the Japanese high school equivalent of the Ghostbusters...
It emerged last week that the Wii U exclusive's credit
sequence pays tribute to late Nintendo president Satoru Iwata, in which they write: «This
game is dedicated to our wingman who fell in
battle.»
In general, Twilight Princess is more challenging than the average Zelda
game, with a number of boss
battles having protracted hit
sequences with little support potions about, and even less warning.
In terms of the flow of the
game: you
battle, you find a new town, you buy new gear and spells, you
battle, you fight a boss, you get a story
sequence which moves the plot further ahead, and you repeat.
The movie scenes, characters and
battle system of xenosaga three are a lot more realistic than those of episode one and two.Even though this
game does not support surround sound like xenosaga epsode two the audio department of this
game is still great, sometimes stereo is better because audio that is recorded in surround sound can sound really artificial ayway.Anyone who knows xenosaa can tell that the audio has changed because voices of the characters sounds live and raw, wich is very good for a change anyway.The graphics of the
game are dull and there are a lot of people that despise dull graphics but I think that dull graphics are great because they often create a nice realistic atmosphere that makes a
game feel like it's taking place in the very present or the past also I really like to see the way the speed of the camera and the motion of the characters slowain parts of a movie
sequence because I think it adds tension and drama.Three other excellent
games that Ireco that have great dull graphics are Chaos Legion and KillZone and Resident Evil 4.
The early
game sequence at the Bridge of Eldin was an epic joust, a
battle that really showed off what Twilight Princess could do in terms of combat.
The final
battle against any boss is set up like a traditional 2D fighting
game matchup, but ends up not playing as such and instead ask you to hit the correct button
sequence to defeat your foe.
This is the one that started it all, starring a mature and subdued Dante, which matched the mood and tempo of the
game's sense of isolation during the exploration
sequences and tough - as - nails boss
battles.
Whilst there's a whole lot to do in the
game, you can actually approach it all at your own pace — you're never necessarily forced into taking care of your Kingdom or fighting these tactical
battles unless they're one of the few instances where they're part of a story
sequence.
Shoehorning a boss -
battle into a dream
sequence shows the fun that Ubisoft clearly had in making Assassin's Creed: Origins and, that, ultimately, is what elevates the
game towards the realms of greatness.
In terms of the
game's progression, Donkey Kong Land 2 is modeled directly after Donkey Kong Country 2; Each world has a variety of levels that must be beaten to unlock the other ones in the
sequence, until the area's boss
battle is accessible.
In factions mode, the
game dons a cartoon - style, featuring a handful of fun animations that occur during the
battle sequences.
This time round
gamers can count on to
battle Metro's horrific monsters in additional open sandbox environments, along with the linear and claustrophobic tunnels that the
sequence is understood for.
There are exceptions to this, though, particularly in the
game's boss
battles and bullet hell
sequences.
While the HD definition version upscales the
game's enchanting pixel art, beyond that visual upgrade, the title still offers the type of turn - based
battles and dialog
sequences that are capable of transporting us back to the Clinton years.
To its credit, Mutant Nightmare is a touch better than the last
game, «
Battle Nexus,» in that it doesn't force - feed you a gaggle of terribly clunky platforming
sequences to try to keep things interesting.
They certainly help the dream
sequences separate themselves from the rest of the
game, as does the
battle system.
In the
game, players could travel around maps and encounter enemies that initiate a
battle sequence, much like random encounters in older Final Fantasy titles.
On display here are a series of
battle and driving
sequences, while the trailer also shows off the
game's lovely looking visuals.
The action
sequence is also exciting enough to make it worth your while to jump into a
battle, if only for a few minutes at a time to experience what this
game is all about... fun!