The level bosses look great and I'd like to see more
generic enemies styled with as much thought as the bosses.
You can charge your strong attack (triangle) although it rarely works seeing as how you are continually surrounded
by generic enemies all the time.
Most of my time was spent bumbling around firing at waves
of generic enemy dudes, alone and confused as to my reasons for continuing to bother.
Even
generic enemies with actual names are of little or no note, beyond being the ones you should absolutely target in order to cause all of their minions to flee.
Even generic enemies with actual names are of little or no note, beyond being the ones you should absolutely target in order to cause all of their minions to flee.
They also appear
as generic enemies towards the middle of the game, and even Amazing Flyin» Hammer Brothers, who were absent from games for some time, reappear.
Even the expressions of britches - biting fear as playable and non-playable characters alike prepare to plummet thousands of feet to their death, experience the sweet caress of a closed fist to the balls, and accept the inevitable fate destined to befall all nameless,
generic enemy soldiers.
They're still the exact
same generic enemy terrorist types that all modern conflict oriented video games portray.
Nobody likes looking at the same,
generic enemy designs, but it becomes more problematic in a game like LOTF, when being able to distinguish certain enemies from others enables you to form a plan of attack in advance.
Games with better voice acting, better plots, better loot systems,
less generic enemies, better AI, better music, and so on.
I enjoy challenging combat systems (which typically involve grouping so the above is very relevant), but most games require you to go
through generic enemies slowly progressing to get to the challenging stuff (whether it's PvE or PvP challenge).
The weed - cutter meanwhile can be used
on generic enemies, but is best saved for the deadly plant growths on some levels.
If you zoom in on the first image you can see Minato's squad taking on a wave
of generic enemies.
Essentially, battles devolve into me hacking nameless,
generic enemies with my huge blue sword, and using magic spells when needed, over and over.
HOWEVER, everything else falls flat from it's repetitive gameplay, average looking backgrounds, still images tell the story,
generic enemies / bosses and the music is ok.
The game took the classic Paper Mario characters and the special Paper Mario worlds and replaced them with
your generic enemies and overused worlds.
The same places in the ESO: Morrowind are filled with
generic enemies and a predictably placed boss at the end, like always.
Because the Piranha Plant is treated as
a generic enemy, it can still be battled, even if the player has one in their party.
Sure, you now have the power of the «Fury», which transforms you into a «Super Saiyan» version of your character which can kill enemies like flies for a limited time and you can have 3 other NPC officers (Which also level - up) help you dish out the pain... but the problem is you still kill a million boring,
generic enemies, over and over and over.
Each one has their own personal visual quirks which makes them far more interesting than
the generic enemies we often see in games.
DKC3 goes back to more of
the generic enemy style of the original, but their designs lack the charm, and look more goofy than anything.