Sentences with phrase «game enemies sometimes»

Late - game enemies sometimes have more elaborate attacks, but variety comes more from navigating the levels and the brilliant charm system.

Not exact matches

Only complaint is that sometimes the action of the game is dampened by having 100 enemies who are super easy, instead of 1 or 2 challenging ones.
In addition, battle partners are gone, with your only companion for the majority of the game being Kersti; a character that sometimes makes some funny lines but doesn't actually directly attack enemies herself, instead providing the occasional hint on what Mario should do next in his adventure.
The only real complaint about the game play is the auto targeting, which forces you to hit triangle whenever you want to change targets, and sometimes you'll have to press triangle 30 to 40 times to lock on the enemy you want.
Slicing your way through enemy hordes beat «em up style is a blast, but sometimes I want to relax and play a simple card game.
Sometimes the game is easy, and five minutes later you're lying dead because an enemy hopped up on drugs decided to attack you with a shotgun.
There is a story to the game which revolves around the anti-zombie drug called Zombrex and along the way you find allies in other and sometimes enemies with other survivors.
I constantly felt like the game was designed to be played in multiplayer as the bosses were sometimes near impossible and there were just too many enemies thrown at you at once.
Parts of the game are still kind of fun to play through cooperatively with friends — though, unlike in the first game, you sometimes feel like you have to be playing in co-op to avoid being overwhelmed by awful infinite enemy spawns — but coming from the Dead Island, getting through Riptide mostly just felt like a slog that I wanted to be done with.
As you explore the various lands of Fantasy Life, you do encounter some tough enemies, sometimes alone and sometimes with NPC's that does add an element of excitement to the game.
Don't take the game easy, Wild Guns Reloaded can prove to be a challenging game if you can't manage to keep up with all the difficult enemies that are sometimes thrown at once.
Unfortunately, I ended up feeling that Mordecai and Rigby in 8 - bit Land was as bare as a chicken leg that has been reduced to the bone: players just run around as either Mordecai or Rigby (you can switch between them freely with the press of a button), collecting cash and stomping on uninspired enemies that you can sometimes jump on and sometimes not (the game wasn't clear on the whole «jumping on this guy will actually hurt you, but this guy is totally cool to leap frog onto»).
Anyone who has ever played the game knows it can sometimes be hard to differentiate enemies from friendlies, and now you get to make that snap judgement while the player in question is flying by you at mach 1.
If unlocking parts of the map through gravity - activated switches or pulling levers is what the game designers really wished to emphasize, then they really should have scaled back the difficulty of the enemies; creating parts of the game which require precision or even standing still while enemies encircle you, sometimes throwing fireballs, and crossbows fire at you, just isn't that much fun.
- game begins on Xandar, with the Guardians trying to repel an assault from the game's main villain, Kang the Conquerer - the game is all about time travel - bend time during battles with bosses and to solve puzzles - sometimes you can slow down the action to gain a strategic advantage - each character has their own ability and unique animations - abilities have also been expanded with functional emotes - Star - Lord has his trademark gravity grenades and can fly around and shoot baddies with his blasters - he can also use his Walkman to make all enemies and friends in the area dance, allowing him to walk past without a fight - includes fan - favorite characters like Spider - Gwen, who can stop to take a selfie in battle, which can be uploaded online
This becomes most apparent when you're dealing with the ranged enemies so that the game insists on sometimes throwing into the fight, forcing you to bring a halt to the flowing swordplay in order clumsily draw your blaster and attempt to dispatch them from afar with some headshots.
There's no indication that you're aiming at an enemy when they're tucked away somewhere, which adds some realism, but this is immediately negated by the fact this is clearly a game not catered towards realism (ignore what they say, it's not, the gameplay doesn't feel realistic at all)- this can also make the numerous bottlenecks within the maps a nightmare as there's no way to spot an enemy sometimes until you see the muzzle flash and by then it's too late.
- each vacuum handle is equipped with two main buttons - the top button is for charging your flashlight blast - the bottom is for sucking up ghosts - a special button located apart from the controller lets you throw a stun bomb - starts with a tutorial from Professor E. Gadd - use flashlight blasts to stun ghosts and destroy small enemies - use the vacuum to collect coins / objects nearby and suck in ghosts - on - rails FPS - when you charge your flashlight you can feel the controller's vibrations building up and die out with the flash - when you grab a ghost in your vacuum stream you feel the pull when he switches directions or break free - when you suck up coins, a mechanism inside the controller pounds the inside - game gives you options as to which room you would like to investigate next - sometimes you have to clear certain rooms before moving on
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
Plus, when a lot of enemies come at you, the game can start to chug noticeably, sometimes bordering on near slide show quality as you dive around the city.
I'm not brilliant at shooters, but I'm reasonably good and can usually come out of a match having gotten at least a few kills for every death or having managed to help push toward the objective, and I look tactical shooters where I can flex my mind a little and attempt to out think and outmaneuver the enemy forces, but sometimes it's nice to play a game where it's just carnage.
As always, the main focus of the game is to set the player in large - scale battles, hacking through hundreds (sometimes thousands) of enemies at a time.
Monsters fill Lemuria, but unlike the random encounters of early «Final Fantasy» and «Pokemon» games, «Child of Light» presents enemies that players can see and sometimes avoid.
Also, sometimes the game's engine does not render enemies fast enough, especially on horseback; so, they may appear randomly, like ghosts on the battlefield.
Although to me the combat felt a little easier than previous games, it does sometimes spike when you get larger groups of mixed enemies.
It's interesting to note that randomness may exist even in games that look purely deterministic; In DOOM for example, the amount of damage that the shotgun deals isn't fixed, so sometimes just one shot is enough to kill an enemy, while the same enemy can sometimes take two or three shots.
The game will sometimes toss a mixture of normal enemies your way, such as mixing Town Majini with Zealots.
I gave myself some wiggle room, because sometimes I chose background and enemy type combinations that didn't actually occur in the game.
The game mechanics are pretty fun, as you'll be battling single enemies at times or sometimes even hordes of enemies at once, which is great since I don't want the battles to be over too soon and don't want them to always be the same one - on - one all the time.
It's all a little strange considering enemies in The Division are mere people (sometimes people just wearing a hoodie for protection), but we suppose the game wouldn't be much of a challenge if your squad could take out most enemies with one well - placed shot.
The game has hundreds of enemy mobile suits of the same type on the screen at one time during battles and sometimes this can cause a bit of noticeable slowdown, but it never did detract much from the experience for me.
- no compass - chests do not feature the traditional music when Link opens them - there will be green clothing in the game, but not specifically confirmed to be Link's familiar tunic - earn rupees by selling off treasures you find throughout the game - rupees aren't found by chopping grass - cutting grass will sometimes unearth grasshoppers - has a dedicated jump button - horses can die in battle - you don't acquire weapons in the dungeons - Link's enemies will pounce whenever they see a good opportunity, instead of circling around and waiting - all of the bombs in the game are detonated remotely
Sometimes the game asks for more precise aiming than it can really handle, while at other times all you have to do is press the button to kill the nearest enemy.
But as unimpressive as the game is on a technical level it does manage to feel pretty tense sometimes, largely because you can't handle multiple enemies too well and the fog makes it quite easy to lose track of your surroundings and suddenly become engulfed in the undead.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
Get your fingers stretched and primed for action this Thursday, June 20th, as 2K and Firaxis Games set to launch the popular (and sometimes overlooked) XCOM: Enemy Unknown, the rpg / strategy game, for iOS devices.
The game still retains some usual issues related to the series — groups of enemies sometimes appearing seemingly out of thin air, for instance (such as when an «ambush unit» appears) but with so many enemies on - screen at times it's not unexpected for a Dynasty Warriors title.
For example, you need to ensure that you have plenty of time to play a level because any real - world distractions can sometimes be disastrous because more often than not, once the enemy is alerted to your positions, it's usually game over and you will need to start the level again.
Sometimes the super move isn't available until I have almost defeated all of the enemies but it's still very annoying, as the enemies can use any attack anytime and that's unfair and as the previous games felt like more of a level playing feild.
During the course of the game, players encounter women who can be saved from nearby enemies; sexual mistreatment is sometimes implied in the dialogue (e.g., «These guys kept me as their pet, or mascot, or something.»).
It's hard to go wrong with a game so simple, and the game sometimes does, with some weird difficulty spikes that have players easily barreling through enemies in one level and getting destroyed in another, and the frequent appearance of a bad pool of letters that make it difficult to come up with good words if you don't have a dictionary as a brain.
This difficulty can sometimes seem a little unfair to new players who aren't familiar with the weaknesses of each enemy, but at no point does the game set you up for guranteed failure.
The game gives you a special goal in each zone you enter (like find a certain item or kill special mini-boss enemies) and some rooms have challenge crystals which typically give you a wave of enemies to defeat although sometimes they have other goals (like don't take very much damage) which helps to keep things interesting.
However one small gripe with the combat is with the enemies, as they seem to be somewhat dumbed down for some reason and can easily be manipulated, although this can not be said about the boss battles you encounter which will give you some challenge and sometimes it might even take you out a few times before you finally manage to take it down, but this is why the Tales games combat is so appreciated because once you do something that takes some effort you feel so rewarded once you pull it off which is not always standard in today's JRPGs in my mind.
You attack the enemies while trying to rack up combos by countering their attacks and you get graded on how well you did when all enemies in the near distance is taken out, and sometimes you get the option to go in stealthy which is in my mind the way to play a Batman game but then again you sometimes need to get deep and dirty and just button mash your way to victory as you will encounter a lot of enemy battles as you progress.
The sweeping narrative grabbed thousands of gamers and made it easy to ignore the game's mindless random enemy encounters, sometimes - confusing plot and clunky, unfulfilling gameplay.
Few games of 2008 have been as polarizing on the online forums as Far Cry 2 — it has been understandably criticized for a repetitive mission structure and sometimes aggravatingly frequently - respawning enemies.
But sometimes (more times than not) the game will refuse to lock on and you'll end up losing all your momentum or seeing all your rings bounce away because you got hit by an enemy who should've been dead.
Because even though up until now in the review I have been nothing but positive, and the fact that I said that I love to hate the game but I also hate to love the game is still true, and the hate comes in the form of the mission structures, the missions are incredible repetitive and you can easily sum up 80 % of the mission by saying this, you enter a planet that you have already visited numerous times before, you head out to find some data that your ghost buddy can encrypt, while your ghost encrypts the data enemies respawn, sometimes with a larger enemy, and you need to clear them out, once that is done and your ghost got the data you are sent back to the tower to sell, buy, upgrade your character and then rinse and repeat.
I like the feeling of optimism that the graphics deliver, even when the situation is very complicated, and gamers are very close to failure, which makes it easy to deal with the difficulty level and the sometimes unfair enemy tactics.
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