The game has some great detail,
some great enemy design, and improves enough from the previous game to really keep you on the edge of your seat the entire time.
Not exact matches
Nihilism is not a philosophical conspiracy
designed by Nietzsche and some French intellectuals to undermine the good sense of liberal Americans — indeed Nietzsche was the
great enemy of nihilism.
New level
designs, new
enemies, new bosses with the same
great style of game play and better visuals is perfect for me.
Enemy designs feel like a
greatest hits of well worn archetypes: fast minion zombies, fat exploding zombies, heavily armored elite zombies.
The gritty art
design and
great enemy types do a
great job of world - building that makes this reboot feel very fleshed out.
This is a
design choice like that worked on the Super Nintendo, but even then there was a
greater variety of
enemies to encounter in A Link to the Past.
The total of 12 multiplayer maps are well -
designed and remind me of the old school stationary spawn points from Counterstrike, the weapons feel sturdy and a melee attack on an
enemy player's face feels as
great as ever.
I don't think the battle system is really all that
great especially the
enemy design can get repetitive easily so it starts to feel like a grind.
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and
enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many
great ideas that they couldn't bear to leave one out of the game.
Darksiders has a beautiful, almost comic book art style to it and the gameworld is brought to life by some
great designs however the actual graphics themselves are a little rough around the edges and you will notice some screen tear etc however they are by no means terrible and Darksiders is a pretty game to look at with some
great art
designs, though some
enemies look a little under textured and detailed.
The series runs very high in my affections because it introduced my Three Pillars of
Great First - Person Shooter Gameplay — tight compelling level
design, superb
enemies to fight, and never letting the story get in the way of the gameplay.
The Infinite Forest in particular is a shifting location which will be explored in
greater detail through Adventures, with defined start and end points and a random assortment of «intelligently
designed» sections in the middle, each featuring a different
enemy race and themed setting.
Behind that, though, is a
great game with interesting
enemies, a story that makes no sense but doesn't need to and some really good piece of imaginative art
design.
- Blaze your merciless path of devastation through an expansive non-linear game world with 100 + stages of cortex - shattering cubic mayhem - Test your guts and reflexes against the unrelenting challenge of a
design based on randomness, where no level ever plays out exactly the same way twice - Battle a host of insidious
enemies that combine abilities to create chaotically unpredictable emergent challenges - Unleash hyper - destructive weaponry to achieve ever
greater chain combo supremacy and elevate your score to legendary heights - Seek and destroy brutal boss
enemies to unlock a series of wickedly challenging multi-boss duels - Bang your head to the hypnotic beats of a full original soundtrack by visionary techno composer Joey Schmidt Your ultimate indie arcade action nightmare begins now.
The DLC includes weapons
designed from the
enemies in the game, including the Slime Knight's Shield,
Great Sabreclaws, Golem Gauntlets and more.
It's a shame that both the dungeons and
enemies come across as lazy reskins because, as I mentioned above, the boss
designs are
great in this game.
While there is no easy answer to this question, I found that while the loot heavy formula wasn't quite as compulsively addicting in its second dose, the
great writing, level
design,
enemy variety and the crazy weapons did eventually win me over.
Enemy designs are
great and have a lot of personality which gets more over-the-top as you progress through the main story.
The
design effectively calls out completely different
enemy characteristics and scenarios in a
great many cases.
Some of the
enemies might look strange, and a few of the characters lack the charm of their pixelated counterparts, but most of the character
design is
great, and the environments look absolutely splendid.
There is some
great level and
enemy design at work here, along with the ingenious black - and - white segments in certain levels, which force players to use Kirby's most underrated and oft - forgotten basic ability to suck in objects and blow them out as stars.
Having
great graphics for its time, Gate of Thunder takes the player through seven levels of diverse
designs, each with its own set of unique
enemy ships and obstacles.
The game also has a solid sound
design, with
great voice acting for all the characters and a distinct audio identity for all the planets, although there are some moments during combat when the
enemies are so noisy that it's hard to focus on taking them out.
Most battles have a simple goal - escort Toad, reach the end zone, defeat a mid-boss or eliminate all
enemies - but many are enlivened by cunning map
designs, with
great use of elevation, or wildcards like Chomps and Boos that can foul things up for either side.
The character and Mirage
designs are also
great, with the Fire Emblem characters and the incredibly creepy boss
enemies a particular highlight.
Enemy designs are
great and work quite well with the game's old - school charm.
Each
enemy however looks
great and there's some truly
great designs.
You need to constantly switch your attention between the television and the gamepad as you switch camera's to take down
enemy threats, this is a particularly interesting part of the games
design and makes
great use of the television and gamepad in synchronicity.
The character models,
enemy models, towns and dungeons, and basically everything is well
designed and looks
great.
Enemies look great and are really well - designed too, with a wide range of cutesy - looking menaces and full - blown Egyptian beasts hounding you throughout — the variety of enemies is certainly impressive, as is the case with the boss fights you encount
Enemies look
great and are really well -
designed too, with a wide range of cutesy - looking menaces and full - blown Egyptian beasts hounding you throughout — the variety of
enemies is certainly impressive, as is the case with the boss fights you encount
enemies is certainly impressive, as is the case with the boss fights you encounter too.
The most unique part of each
enemy is the character
design, which is
great because their dialogue isn't strong.
Intuitive controls and a
great variety of well -
designed enemies are waiting for you on the other side.
The main story mode is a solid length that has
great level
design,
enemy variety and challenge that would be more than a solid package all on its own.
Tight jumping and combat mechanics, wonderful music, incomparable
enemy designs — the game just kept piling
great moments on
great moments: Super Shinobi III.
Or, Beat, Prey, Love: How Arkane combines holistic level
design and dynamic
enemies to
great effect in Prey.
You've got all these
great tutorials out there for level
design, yet Mario Maker is promoting the 2008 Youtube hack school of
design with Kaizo Mario World esque aesthetics, Munchers that are presumably able to be made floating or stacked, invisible coin blocks and screens full of
enemy spam.
Designed as a high - end phone for audiophiles, the HTC One (M8) Harman Kardon edition is a
great concept, but proves to be its own worst
enemy.