Sentences with phrase «game character knocking»

You're not a video game character knocking items off a checklist.

Not exact matches

Ender's Game - November 1 Asa Butterfield, Abigail Breslin, Harrison Ford, and Hailee Steinfeld star in Gavin Hood's sci - fi thriller that looks more like a Starship Trooper knock - off than it does a serious theme - heavy character piece it wants to be.
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 objective of most fighting games is to knock out the other characters.
Many people knock the game for its lack of subtlety, for its lack of maturity and for its portrayal of shallow characters who just liked to blow shit up, but it's for all those reasons that I loved Bulletstorm.
It's easy for an indie game to have one compelling character design, but this one really knocks it out of the park.
One thing that I have to knock the game for is the lack of diverse enemy characters.
That's probably my biggest complaint, as, overall the rest of the game's look is fantastic, nothing seems out of place, and watching your character get knocked around when he's blocking with his shield gives every moment of battle a sense of urgency.
Instead of the game having Cole and Zeke as a knock - off Batman & Robin duo like the entirety of the last game, we have additional characters which add to the magnitude of the stories decisions and plot.
Smash Bros. keeps things simple: you bash players until their health percentage hits dangerous high numbers, so that they can be knocked out of the arena; its control scheme broadly mapped to the pad that gives a basic understanding to every character in the game.
This means that the entirety of the game play is built around cartoonish characters knocking each other around massive arenas.
You pick from a colorful assortment of Nintendo (and some non-Nintendo) characters from all the company's major games (The Legend of Zelda, Super Mario Bros.), enter an equally colorful arena and do your damndest to knock your opponents into oblivion.
In the previous game the animations were good but they were a little stiff and characters would also just rag doll to the ground when being knocked out.
Blizzard has knocked it out of the park by creating a great game with an awesome aesthetic and incredibly well - balanced gameplay, so you can be competitive regardless of the character you choose to battle with.
Yokoi suggested to a none - too - pleased Miyamoto that he knock together a game demo, maybe using Williams» Joust as a template, to flesh out this Jumpman character and what he can do.
The storyline does an amazing job of slowly expanding in scope (though it does bog down a bit in the middle of the game, most of the stuff it trudges through stays relevant well after the scope of the game has outgrown the smaller conflict), and the twists will absolutely knock you on your ass, while battles are fast, interesting and offer a nicely customizable way to trudge through the grind of leveling up all your characters.
A mechanical tweak to this game is that Super Smash Bros. characters are knocked back further more easily.
It's not realistic, it's not fun for the player and to be perfectly honest, it just reduces the player character to a one hit wonder for most of the game, since being knocked off is often effectively a loss even without a bottomless pit there.
The premise is pretty simple: you choose one of a bagillion pixel - art characters and partake in a series of minigames involving using your head to knock something that looks like a badminton shuttlecock (I assume a jianzi, given the game's Asian origin) as high as you can.
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