Sentences with phrase «hardest character in the game»

He's the hardest character in the game to play as for a reason.

Not exact matches

Daniel Kudenko, who researches artificial intelligence for games at the University of York, UK, says the high level of detail in the simulation might make it hard for players to predict how characters will react.
Dunwall is an amazing place in terms of the way it incorporates elements of steampunk with a victorian feel and setting a pace that wouldn't normally suit a 1st person action game but it just flows so well and the artwork on the characters is stunning but sadly let down by a bit of collision detection which is hard to ignore, combine all this with a satisfying story you get a really decent game with plenty to get stuck into.
While Rockstar did put a Christmas - themed section in its game based on high school, Bully, Houser believes it might be hard to maintain that holiday feeling with a Santa Claus lead character after the holidays.
«Meanwhile, Fire Emblem Fates: Conquest contains a different cast of recruitable characters and doesn't contain Challenge Maps, making character growth harder and finances more scarce, creating a tougher experience that will be familiar to veterans of the older games in the Fire Emblem series.»
There's very little English dubbing in the game, but the localised voice cast all do a decent job with their characters, and the hyperactive hard rock opening theme will elicit a smile from even the most hardened of gamers.
Some may find it hard as the game tries to balance out both characters in duel mode, which means that your buffed up hero will not be that powerful against the supposedly lowly enemy officer.
It tries so hard to be Star Fox 64, that it kinda loses it's own identity (I know it's technically a reboot, but it relies too much on nostalgia than having unique locations or characters in the game).
Although the way the game has presented these characters with fan service moments thrown in the mix, I found it hard to like any of them.
Everything as you would expect, is scaled down to fit on a smaller screen and the writing which isn't all that large when the game is in TV mode is now even smaller, with some like the words being uttered by a certain character, whilst out in the field is very hard to read and make out, so while you can take the game out on the go and play it wherever you want on the Switch, your best bet is to only ever play it when docked.
In this way, while there is no difficulty selection available at the start (a hard mode is unlocked later in the game), character choice informs the gameplay, both in terms of mechanics and difficultIn this way, while there is no difficulty selection available at the start (a hard mode is unlocked later in the game), character choice informs the gameplay, both in terms of mechanics and difficultin the game), character choice informs the gameplay, both in terms of mechanics and difficultin terms of mechanics and difficulty.
Honestly my main criticism towards the game is that while the combat is fun, the story is a bit hard to follow and the motivations of the characters are usually lost in the convoluted nature of the conversations.
But when the game consistently features horrific stories of demon invasions, and characters who are steps below their demonic counterparts in their treatment of peers, it's hard to not be in shock that this is the world you've been tasked to discover and subsequently save.
Great art it's not — but it's frisky, in charge of itself, and about as keenly felt a vision of this S&M power game we could realistically have expected to see... The film's single biggest asset is Johnson, who has worked hard with Marcel and Taylor - Johnson to perform a three - woman salvage job on the character of Anastasia.
Approximately 4 hours of play were devoted to the single - player modes, and the game was completed with all characters, and Hard mode finished in Survival.
The game certainly is no walk in the park, but is not too hard either has no confusing tactic side games going on and with the ability to change between three playable characters makes the game a lot of fun.
The dialogue is all text based which I found pretty jarring considering we've got voice acting in pretty much all other games... the only somewhat reasonable excuse I could think of was that with the expanded roster in this edition (the largest roster so far) perhaps they didn't want to have the odd experience of some characters voiced while others weren't (or at least not by the actual star... and given some are no longer with us it would be a bit hard).
There is not a whole lot to detail about the story here because it will be hard to avoid spoilers in this case, but the game is heavily focused on the visual novel aspect where you get character portraits in first person view and initiate a long conversation with them.
Role playing games have a way of getting me pumped up for a big battle or making me actually give two f**k s about a main character when they're in trouble or try my hardest to «save the world».
-- «The story could of been very good in this game, however most people are going to find it hard to follow simply due to it being very disjointed as you constantly jump from character to character
The story could of been very good in this game, however most people are going to find it hard to follow simply due to it being very disjointed as you constantly jump from character to character.
It's overly confusing and the narrative jumps you around between so many different characters, wars and decades that you'll be hard pressed to follow along with what's going on» This is so inaccurate its untrue, the campaign follows Mason the WHOLE way through, you play 2 - 3 segments as another character but in no way does it jump around too many characters... did you actually play the game??
- HD Rumble is being implemented - feel vibration from the Joy - Con when slashing enemies, and it differs for each monster - slashing a Slime will give a jelly feeling - slash a Golem for a rough / hard vibration - when slashing a bunch of enemies, you'll be able to notice that a Metal Slime is hidden somewhere in the crowd - difficulty level and game balance has been adjusted - improved elements introduced for Dragon Quest Heroes II will now be applied to the first game - includes Ragnar McRyan from Dragon Quest IV as a new character - Malroth from Dragon Quest II is also appearing as a boss - more details coming during a live stream close to launch
There is a host of issues, from strange dialogue derailing scenes and blurred character models to the game being rather short and heavily unbalanced in the party's favor that removes any sort of difficulty outside the very hardest setting.
Add in the fact that the game successfully implemented a control scheme that had you simultaneously control four different characters, each with their own abilities and class roles, and it's not hard to see why Battleheart is one of the better strategy games of the year.
It is hard to hear people talk the way they do in Lunar without grimacing, well, in modern games, but the spoken word in Lunar sounds natural coming from a lot of those characters.
This is definitely the toughest — and the hardest to unlock — character in the game.
Robin is easily one of the hardest characters to design for an action game since in the anime series, her limbs taking damage or a toll harms her and many of her fights have been focused on finding an opening for a Clutch due to how her vision effects her combat.
Given the game's ho - hum script and its predictable story beats, it's hard to get too invested in any of the characters or their ultimate fate.
While I suppose the grind is something to be expected in a farming game, the lack of real character development kinda hits hard.
I always like listening to my favorite tunes in a fighting game after a hard match and I like reading info on each character even if I know them well XP.
Atelier Sophie: Alchemist of the Mysterious Book is, in every possible way, a triumph of that hard work and vision, and by far becomes the best game in the series with a streamlined battle system, an expanded item creation system, and a surprisingly diverse set of characters telling a genuinely interesting and unique story.
After beating the game, I felt compelled to play the first three levels again with one of the characters I unlocked, and in Very Hard difficulty.
Naughty Dog worked hard to improve the textures seen in the PS3 game, not to mention the character models, the animations, and much more.
More broadly, God of War is a hard pivot to something more mature, something where Sony Santa Monica explores the character of Kratos on a deeper level than has been touched on in previous games.
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
- Wizard's Symphony is a Dungeon RPG, where you set up parties to go explore dungeons - battles are turn - based, with the usual commands to perform actions: attacking, using magic or items, etc. - when exploring dungeons, the characters will sometime have things to say about the situation they're in - allows you to enjoy various conversations between the various party members - Wizard's Symphony tells a tale of swords and magic, set in a fantasy word - filled with many comical situations and serious developments - game is fully voiced, and features various illustrations by moo - Harmonics system from Wizard's Harmony is back - affinity between two characters evolves throughout the game, and has an impact on battles - each character has its own Unique Skill - how you decide to grow your characters will determine how hard a dungeon will be to explore
To have it struggle like this is disappointing considering it has been in development for a number of years and when you take in to consideration these problems amongst other bugs and glitches like sinking in to the floor, cars just disappearing, floating objects and stuttering characters, it's hard to understand why the game is like this in the first place.
An option menu (controls, volume adjust, turn off battle music, and so on) New harder difficulty Unlockable Character bromides (art) Director's Commentary (question marks scattered through the game that you can examine for information about the game's creation) Monster compendium Text for each monster Additional dialogue and descriptions in maps (bookshelves, tombstones, etc.) Extra Optional Superhard dungeon Various bug fixes Rebalanced many character abilities & monster staCharacter bromides (art) Director's Commentary (question marks scattered through the game that you can examine for information about the game's creation) Monster compendium Text for each monster Additional dialogue and descriptions in maps (bookshelves, tombstones, etc.) Extra Optional Superhard dungeon Various bug fixes Rebalanced many character abilities & monster stacharacter abilities & monster stats»
In the words of game director Luke Smith: «he's like Alan Rickman's character in Die Hard.&raquIn the words of game director Luke Smith: «he's like Alan Rickman's character in Die Hard.&raquin Die Hard
Hesselgren describes Titanfall 2 as a game that achieved everything that Brink was trying to work with, and while it might give you jetpacks and giant robots, it's hard not to see Brink's influence in every wall run, or the athletic way a character bounces up the back of a robot to lever its battery loose.
Regarding the Fallout series, while I enjoyed playing Fallout 3, I actually had a lot more fun playing Fallout 2, if anything because in the latter, you have a huge influence on the world game: I remember the ability to tore entire cities apart, or the lasting consequence of choosing between different mob gangs, killing certain characters or joining certain leagues... the impact of the player had in Fallout 2 was substantially greater than the one in Fallout 3, and I don't count the number of times I started the game from scratch and took different paths, it was one of the best gaming experience I ever had, and one that is surprisingly hard to find these days.
When the Tomb Raider franchise was revamped back in 2013, the new game was sold not as a hard reboot, but as a prequel of sorts — this was a young, inexperienced Lara Croft that would eventually grow into the character fans knew and loved.
I found the story line entertaining and made me feel like I was there with the characters and I really don't understand the complaints of it being hard to understand????? The game does have its faults including that in 70 % of all the time in the boss battles you could not move as the opponents just bashed at you again and again.
The game has two modes, Story Mode or Battle Mode, in Story Mode you can choose to start as either Ayato Amagiri, the series» protagonist, or create an original male character, this in a roundabout way functions as an easy or hard option because if you choose the latter you enroll much earlier to give your character time to increase their statistics as they start way below Ayato's premade stats.
Light Fall swiftly finds a spot among all the other Switch hardcore 2D platforming greats by offering not only a quality game wrapped in a beautifully unique atmosphere, but by successfully providing the player with a plot and characters that are worth investing, making the game very hard to set aside until you complete the tiny shadow - being quest.
Every activity in the shooter funnels back to the game's RNG loot system that has you slowly building your character to the new level cap, giving you the opportunity to tackle the game's hardest challenges.
-- Modern Sonic in this form isn't anywhere near as fun as earlier 3D Sonics — Dark story undertones don't really work (and most characters are redundant)-- Very short story and levels (it can be finished in about 2 - 3 hours on Hard)-- Game takes control far too often during Modern Sonic levels
From medium difficulty upwards; there is a noticeable increase in the movement and aggressiveness produced by any opponent which results in a far more intense and frenetic battle, while the very hard difficulty level is for absolute veterans of fighting games as the enemy is constantly attacking your character to a point in which it can be hard to land a single attack, therefore requiring an element of strategy in how to defend against the enemy in order to buy that window of opportunity to launch a counter-offensive to turn the fight in your favour.
With focus on characters and technological advances that enable deeper re-playability than we have had in previous products, we aim to deliver a game that satisfies both the franchise's fans and hard core gamers.
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