Not exact matches
With
interesting characters and a very compelling world, your goal is to return to the past in order to save the present as you take on a variety of amazing and challenging
enemies designed by acclaimed artist Akira Toriyama.
With
interesting terrain, stage
design, and
enemy placement, each battle feels fresh, and adding layers with each fight of the first world adds a satisfying feeling of progression from tutorials to trials and tribulations.
Characters and
enemies look cool with their goofy animations and
interesting (often humorous)
designs.
The ability to drive
enemies through a purposefully
designed maze may pique the
interest of some, but the otherwise fairly standard gameplay makes it more suited to those getting their first taste of a tower defense game.
Unfortunately, lowering the difficulty doesn't help with the bad shooting mechanics, the poor
enemy AI, or the recycled level
design, but the story was
interesting enough for me to power through to the end.
Likewise, many of the
enemy designs lack personality or
interesting features, especially when compared to the beautifully detailed 2D representations of the MINDs that you will see repeatedly.
The things I looked for were fun and unique platforming moments,
interesting enemy encounters, puzzles, aesthetically pleasing level
design, and «combo» moments that I thought might be able to sync up to the music.
We're excited to see what
interesting new types of Pikmin and creative
enemy designs the folks at Nintendo will come up with next.
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.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are
designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more
enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting,
enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule
designs so that players will experience the more
interesting aspects
But he's the absolute worst to be around, which maybe explains why a better story, more
interesting level
design, and smarter
enemies all opted to stay hidden.
There are no difficulty levels, although there is a distinct difficulty curve as new dangers are introduced from
enemies to hazards and new gameplay elements are also introduced periodically that will usually be tied into the puzzles and level
design that retain a flow to the game, while keeping everything moving along at an
interesting yet appropriate pace.
Certainty the game has some
interesting character
designs, as the
enemies or «Apostles» each have a unique look.
It's a lengthy game with
interesting mechanics, if you can put up with the annoying
enemies and level
design.
It bares many of the veteran trademarks of game
design;
enemy variety keeps combat
interesting, levels can be well paced.
From pretending to bowl by waving the Wii - mote back and forth to aiming your weapon to eliminate
enemies with the PlayStation Move, developers find themselves tasked with
designing games that appeal to both the «hardcore» gamers and to those not as
interested in gaming.
Interesting creature
design, a cool death cheat and playing as the full stable of bad guys just can't cancel out sluggish and disjointed combat, frustrating jumping and the feeling that I'm fighting the controls more often than the
enemies.
The backgrounds are quite detailed and while there are a couple of repeated
enemies with different colors, overall the
designs are unique and
interesting.
The Western European, 19th century setting sometimes produces some
interesting environments and
enemy designs, but texture quality is generally a lot lower than comparable games in the genre.
I'm happy to report though that the game does get much more
interesting towards the later levels with some simple puzzles and better
enemy designs that have the power to warp your vision or attack you if you are not looking at them.
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.
Kirby's moveset is
interesting for a platformer protagonist because he can puff himself up to float through the air with no limits, which means that level
designs and
enemy layouts are quite different to other 2D side - scrolling games.
Vermintide 2 won't change your mind if you weren't
interested in this formula to begin with, although it does make enough of an improvement to progression,
enemy variety, and level
design to be a must - play if you enjoyed the original, Left 4 Dead, or cooperative action in general.
We also tackled Ratchet & Clank: All 4 One which had its moments, but went on a bit too long and became frustrating near the end of the game as
interesting level
designs and challenges were replaced with wave after wave of identical
enemies all attacking at once.
The
enemies look generic at first, with more
interesting designs as you progress that change how you play, tactically, but they manage to instill fear thanks to the sheer numbers that come at you.