Sentences with phrase «handed combat feels»

The two - handed combat feels good.
The two - handed combat feels good.
For replicating such a scrappy era of American history, it's too bad hand - to - hand combat felt tame and underwhelming.
Stealth remains a major part of the game, with silent takedowns and sneaking around sometimes the more sensible option to take, but firefighting and hand - to - hand combat feels more tactile this time, where you don't have to just snipe from behind cover until you exhaust the requisite amount of enemies.
For replicating such a scrappy era of American history, it's too bad hand - to - hand combat felt tame and underwhelming.

Not exact matches

«I think that in the 1980s when I started out I felt as if I was in a bit of a jungle practising hand - to - hand combat with people and, to start with, people in my own party.
If it will be a long day, I like to have a snack on hand to ensure I don't feel faint (I have grown up with a tendency to faint often, so I have to make sure to take steps to combat this!)
While exhilarating during combat, you feel led by the hand when traversing levels, with only one or two path choices to make - and in a gaming industry that currently endorses exploration as a key element, this feels a bit limited.
It felt like much of the hand - to - hand combat was moving in slow motion for a purpose.
One can feel a determined hand behind much of the action, which is muted and not bombastic, focusing on hand - to - hand combat and outsmarting one's opponent.
Craig's Bond is rougher than Brosnan, much more adept at the sort of hand to hand combat that feels painful to watch on screen, the type of action that Paul Greengrass brought to the mainstream in the Bourne films.
The combat scenes, on the other hand, lack the authentic feel of other recent war movies.
Of course, shortly after all hell breaks loose and Batty will have his hands and legs full as he uses the free flow combat system (check the vid above to see it in action) to beat up the inmates and make the player feel completely badass (superbadass?)
Not only is that a plus since i feel like stealth games should disencourage fighting, but it also fits the immersive atmosphere of being a small, weak, buckled over goblin that is not meant to fight trained soldiers in hand to hand combat.
Out of everything on this controller, this is without a doubt my favorite feature: they feel nice on the hands and combat that irritating sweaty - palm syndrome that can affect even the strongest of us.
While the hand to hand combat is as silky smooth and fast as ever fighting other tanks feels clumsy and lifeless.
The selection of weapons at hand, all of which can be upgraded using credits collected on the battlefield, all feel suitably meaty in combat, but blasting bots just isn't as satisfying as blasting flesh - and - blood foes, as sadistic and strange as that might sound.
This has included painstaking work from our combat designer to iterate over and over on the feel of Senua's moves in battle, the blending of motion - captured stunts with hand - animation to bring through both character and realism in Senua's movement, and the building of an environment in which to demo Senua's new skills.
IF they can manage to get resource farming, base building, and combat down to feel satisfying, they will have something special on their hands.
Combat and actual gameplay within The Banner Saga has me completely torn; on the one hand, it felt clumsy and obtrusive, and there really wasn't enough of it to completely prepare myself for the later battles, which seemed to suddenly ramp up the difficulty.
The hand to hand combat mechanics were perfectly executed, and the stealth aspects of the game really made you feel like you were hunting prey.
The hand - to - hand combat resembles that of the Batman Arkham games, however it feels heavier and dirtier - just the kind of combat the wasteland would demand.
Using the Moves also opens up a whole new dimension in terms of combat, giving players the opportunity to simultaneously attack in two different directions; the intensity of the combat has been pared back somewhat in VR, with NPCs generally waiting their turn to attack, but there is still no more satisfying feeling than striking an enemy with your sword whilst casually blasting force lightning with your free hand at a grunt trying to unsuccessfully flank you.
It may not have been able to boast the same sense of scale yet Hand of Fate's combat felt incredibly polished and rewarding.
Much like BioShock the combat is based on the Vigor powers in the left hand, weapons in the right and of course melee which is done via Skyhook this time — while the hook isn't as fun as the iconic wrench — it does have a satisfying feel to it.
Your basic form of combat is hand to hand melee fighting that feels like they were unsuccessfully trying to rip of the Batman Arkham games.
In particular, there's a far more hands - on feel to the combat here than in many JRPGs.
This gives a very satisfying feeling when you are able to parry a blow and counter to give you the upper hand in a one - on - one combat situation.
A number of their staff were behind excellent titles like Thief, Half Life 2, Dishonored, Age of Conan and Assassin's Creed, so I feel the combat mechanics are in capable hands.
Playing as an archer class, which have a lot of trouble in hand - to - hand combat, will make the game feel entirely different than when playing as a class that uses a sword and a shield, for example.
In a good mix between intense hand - to - hand combat and calculated stealth, players got more of a feel for protagonist Deacon St. John than what we have previously seen.
If you feel like taking a break from dog fighting and bomb dropping, you can try your hand at War Thunder's ground combat mode.
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