Sentences with phrase «melee combat all feel»

The melee combat feels great, based around a rock, paper, scissors balance between grappling, striking and a counter system with generous timing windows.
Nevertheless, melee combat feels visceral and satisfying throughout the entire game.
To put it in perspective, the melee combat feels like a hybrid between both real - time and turn - based action games.
Shooting and melee combat all feel fluid; climbing animations look incredible and the subtle interactions with the surrounding environment is always a treat to see.
Sure, melee combat feels a bit airy and you have to buy items without knowing what they do.
Still, melee combat feels like more of a last resort as it's rather limited (likely deliberately so) and exposes you to a lot of damage.
Getting this «ninja feel» was extremely important to our team during development of Shadow Warrior 2 on PS4 and we spent a lot of time testing how switching from ranged gunplay to close quarters melee combat felt on DualShock 4.

Not exact matches

Few games nail the visceral feel of melee combat and co-op fun like Dead Island.
I like playing through the main story and the combat felt pretty good, even if melee combat is complete crap.
The game - play feels like a normal shooter, with a very fluid combat system, better melee feel and the violent sounds of the guns that doesn't sound like the typical * peew * * peew * of
Guns are easy to aim and have a strong punch to them when fired and while melee combat can feel slightly stiff, enemies respond with a satisfying friction, machetes and spears grinding against their metallic skin.
While the previous games in the series were known for their clunky controls for shooting and melee, Naughty Dog has greatly refined the look and feel of the combat which makes them much more immersive and less frustrating.
Basically it feels like Capcom thought it was a cool idea to strip the weapons and vehicles and instead of focus on a melee combat featuring a Zombie.
Most importantly, neither the melee or ranged aspects of the combat system felt they overshadowed each other, instead they were both important and useful for taking down the enemy, though the health system certainly encourages you to charge in their and get slicing.
Standard walking speed is about the same as an old lady who complains about the weather a lot, and you can only backpedal at a snail's pace, which feels odd in a game involving melee combat, although said combat is utterly imprecise and has about as much sense of impact as two snails colliding, with just as much finesse.
I love the fast paced melee combat and items you secure that have a different feel than your traditional Zelda game.
The gameplay itself benefits from the improved frame - rate as well, as the combat, both melee - based and shooting, feels silky smooth.
, and while Techland's style of melee combat isn't especially interesting to me, I understand its particular brand — it's just too bad it still feels sluggish, like I'm moving through water most of the time.
Control feels slippery and skittish, and reaches its nadir when you try to make use of the game's melee combat.
Adding the Blood Arts was a wise decision as it adds more depth to the melee based combat, something these games can struggle from and feel a little bland otherwise by hitting the same action and watching the same attacks over and over with no real benefit.
The game focuses primarily on melee combat which feels tight and responsive.
And the one thing Zombie flawlessly replicates from other games is a painfully off feel for first person melee combat.
Additionally, The Following cleans up the vanilla game's code, tweaks its melee combat and movement, and just generally makes the game feel more polished.
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.
The melee combat plays a prominent part in the Alien and Predator campaigns and comes off feeling like the feeble strikes from Oblivion.
37 characters are playable (4 of which are unlockable) but each one plays and feel different, some specialise in Melee, others long range combat and some a combination of the 2, some fast and some slow, but all are well balanced.
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.
Likewise, melee combat can often feel like cinematic action sequences, sending opponents into environmental pieces which shatter and splinter with greater frequency.
Melee combat is a little flat by comparison, your humble spear feeling oddly awkward and slow in such a fast - paced game.
The melee combat can feel repetitive after a while and overall, the combat doesn't feel as solid as BioShock Infinite's or Borderlands 2's.
So right now we're rolling with a third person shooter camera, in a game centred around melee combat, where any feeling of fluidity and combo momentum has been lost.
The result of its introduction is that combat feels more varied than in previous Metroid games and Samus not as vulnerable in melee - range encounters.
The Condemned games wouldn't have been anywhere near as good without their frantic melee combat, where you can practically feel the impact running down your arm as a pipe connects with an attackers» jaw.
For a game which is so fond of kinetic melee combat, it's a shame that ranged attacks have been left to languish, and as a result several of the allotted classes feel antiquated.
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