Sentences with phrase «mission felt complete»

The graphics in the campaign are also stunning, every mission felt complete in it's environment and the environment was reactive to your gameplay.

Not exact matches

If you can be bothered to sit through hours of hunting, completing repetitive missions and accumulating skill points at a painfully slow rate, you'll eventually feel comfortable enough to focus on the crazy story.
The game offers so many different ways to complete missions and infiltrate locations that you could play through each mission more than once and still feel the suspense of finding and killing or saving your target.
Those expecting the TV show may scoff, but for the rest, Mission Impossible can be seen as a bit of a precursor to smarter spy actioners like The Bourne Identity and TV shows like «24», mixing intricate plotting with rip - roaring action in a way that allows us to gape and gasp, while not feeling guilty that we are enjoying a bunch of complete nonsense.
The control schematic is very similar and the play style is also quite similar in the sense there are always numerous enemies and allies on the field, typically with a singular objective but with many side missions available to complete for a higher rank upon completion, the animation is smooth and fluid which allows for veteran players of the style to easily pick up the controller and feel right at home and the schematics are laid out in a very user friendly way so that even someone who hasn't played the style of gameplay before can learn quite quickly and without too much hassle.
The game really doesn't have a set time to complete, so you can indulge yourself in the side missions if you're feeling adventurous.
The fact that you can now complete many of these missions in co-op with friends or strangers makes the whole experience feel new and fun.
The change of tone — complete with espionage and covert missions — is a welcomed break from the Games even though it feels to be dragging on.
Upon gathering a wealth of resources, opening some new shortcuts, recruiting more inhabitants, and crafting a few top - notch weapons and gadgets; completing the next tough story - based mission that you've been stuck on feels extremely satisfying.
You suddenly feel like an advocate of rude awakenings, with a mission to complete every time you strap into the driver's seat.
Decisions always feel important, because a detour to complete a side - mission might result in riches or a couple of destroyed ships that you have to replace, which takes time.
Shepard feels the burden not only of that child's death, but of the death of every one of his friends and, most of all, the deaths of all those he leaves behind on Earth as he sets off to complete his final and most important mission: to unite the galaxy under one banner anc construct an ancient super-weapon that is your only hope against the giant, ruthless machines that are now wiping out every trace of life in the galaxy.
Still, since completing this missions is the only way to gain all four of the sub-weapons on the game, you'll feel compelled to complete them for the rewards.
These specific missions feel a lot more like the Halo campaigns I remember because it is in day time and you're using warthogs, scorpions, lasers, rockets, and snipers to complete set objectives.
The missions do a very poor job of pushing the narrative forward, so much so that these campaign quests feel like optional tasks that you need to complete in order to get some reputations tokens.
Giving players a whole host of toys to play with, and then taking most of them away to complete a mission the «right» way, feels counterintuitive.
Even though they are not required, encouraging players to complete missions in a certain way feels at odds with the otherwise free - form and experimental nature of the game.
When players are able to complete a mission together the feeling of joy is almost overwhelming.
Other stuff includes the fun Nostradamus missions Throw in random events around the streets and missions to help fund and upgrade your own personal Cafe and you've got a game with a substantial amount of content, and for the first time the vast majority of it actually feels worth completing.
And sure there are other modes and user - generated contracts, but it still feels as though the lone story mission that can be completed between 20 minutes and 2 hours — it took me about an hour — is being held back by the fact that the developer has to deliver future episodes.
Without ten million sidequests to complete, the mission was your primary objective, and every target I took down felt like a big step toward my goal.
-- Handcrafted 2D graphics with explosion animations galore — Cutesy gore art and cheeky humor all perfectly balanced to enhance the gameplay — Multi-layered parallax backgrounds that draw the player in — The brash, but lovable anti-hero, Harry... aka... you — 30 levels crammed with relentless waves of bug assaults and evolving game design — 5 Merciless boss fights that are not meant for the timid or meek hearted — Dozens of different types of ferociously quirky bugs to slaughter — Coin hoarding to your heart's content — An arsenal of firepower to slice through the bugs like soft, melted butter — Upgradeable Weapons to make any trigger happy player smile — Turn the bugs to dust with the pitiless Power - Ups and feel free to beef them up at your leisure — Customizable suits because that color really does suit you — Complete missions and earn your stars of valor — With the ability to customize and upgrade weapons and power - ups, no two rounds are alike.
The other issue is that the game feels pretty short, and you're meant to get your replay value out of it by completing those missions again and again.
Unlocking upgrades and purchasing them feels very rewarding and will allow you to complete missions that you thought were previously very tough or even impossible.
The idea of going back every month to a game I'd already finished just to complete a new mission or peek at a new outfit for Catwoman is tedious and makes me feel like I'm shackled to the game.
In spite of huge signs telling me exactly how much experience I was losing every time I completed a mission as a Free Agent, I didn't feel the burn of the slow levelling curve until past level 15, which was more than long enough to explore Global Agenda's selection of game modes.
But while this gives players plenty of time to complete everything, so long as they prioritise side missions and don't waste too much time zombie hunting, it does make DR3 feel emptier than the previous games.
After you completed all the missions and bought everything in a hub world, visiting them again felt like you were just walking through a painting — so unrealistic since nothing ever changed.
These missions add some welcome variety to ground battles, but they feel a bit bland after completing only a handful; the EXALT operatives 20 hours into your campaign are the same as the ones you'll face much earlier, except they pew pew with laser guns instead of pea shooters.
If you can be bothered to sit through hours of hunting, completing repetitive missions and accumulating skill points at a painfully slow rate, you'll eventually feel comfortable enough to focus on the crazy story.
Sure, the side endeavours are enjoyable (especially when clearing outposts and rescuing hostages), but every main mission I completed felt like it took place exclusively in that location.
So beyond the idea that the entirety of both games (D2 and Div) the story missions were so bland, boring, and easily completed it felt like an extended tutorial until you hit cap... I agree with you.
With one subclass, the second installment of the franchise would make each planet feel more like a complete destination, with their own missions and storylines.
Once you get past the beginning missions, most battles will take at least 45 minutes to complete, and there's no way to boost the speed when it's the enemy's turn, but I never felt like my time was wasted.
Mafia III definitely out stays its welcome, with repetitive missions that feel shoved in to add longevity; for every mission you complete, you unlock even more, making it feel dragged out.
One of the most exciting and unique things about the xenosaga series is that you can look foward to seeing different character models with each new game because appearence of the characters change with each game, not because the characters have aged but for other reasons.There is one special thing that xenosaga episode three has that should have been in the other xenosaga games is the swimsuit mode because it allows you to watch movie scenes with the characters in there swimsuits but for some reason not all of the movie scenes in xenosaga 3 can be viewed in swimsuit mode, I guess it would have made the movie less serious or something.My favorite movie scenes in xenosaga are blue testament, white testament, KOSMOS verses Black Testament, any movie with Luis Virgil becaus ehe is my favorite character in the game because he's passionate and i don't think that he is a bad guy since he was able to brek free from being a testament and the only real reasons why he became a testament was because he wanted to be able to visit that old church on miltia and to gain power to prevent death.I also love Luis Virgil and all of the movie scenes that he appear in becaus they are very dramatic.The best thing about the xenosaga series is thst the story is very dee, interesting, and shocking and anyone who has played the game in order from episode one through three will definitely say the same thing.There is no doubt that anyone who has completed episode one and two will be stunned when every secret and mystery is unraveled in episode three.The one thing that I can't seem to under stand is why do some of the characters have to travel back to the earth in the end, will shion and the gang make it back to earth or will there descendants finish the mission and find earth in the end, Chaos and Nephilim told the group that the key to saving humanity lies on earth, what I want to know is what is it and how will it be used to save the universe, Even in the end new mysteries arose and remained unraveled.If there is any one outher who has has the awnswer to any of these questions please let me know when you write you're review or else there has just got to be a xenosaga four on the way, (crying) they just can't leave the story end this way.The only thing that dissapointed me about the game at first was the battle system because on the back of the case of xenosaga three said that the best aspect of the previous battles systems from episode one were combined to form a new battle system, If namco had really done this Xenosaga episode three would have had a better battle system in my opinion because I belive that the best aspect of xenosaga episode one were the special atacks wich are better than the those of episode three and the best aspect of episode three as the break system wich was also better than those of episode three.I think that namco should have given xenosaga episode 3 the battle system of episode 2 combined episode ones style of special attack, but doing this would have probably made the battle system of xenosaga episode three boring because the same old tactics would have to be used in a new game and the battle system most likely would not be as realistic as it is but it would probably be cooler.However the ability to summon all four Erde Kaisers including the new Erde Kasier Sgma my most favorite summon in the world at will and use new Ether and Tech attacks along with the new Counter and Revenge abilities gave xenosaaga episode three more than boost that it needed to have an descent battle systemThe E.S battle system of xenosaga episode 3 is way more better than those of episod one and two though, I must say that Namco really outdid themselves with the E.S battle system of xenosaga episode because the other E.S battle system from the two previos games weren't good, luckily they made up for it with the character battle system.In episode one I never really wanted to use anA.G.W.S, lucky for me they were optional but in episode two sadly it is manatory that you pilot an E.S to progress in the game in Episode three you piloting an E.S is also mandatory to progress in the game but the difference between the three episode is that will be sorry in episode three you will ge glad that you are using an E.S because their battle system is extremely cool.Xenosaga is most definitely one of the besrt RPG games in the world andit is far more better than any final fantasy game that Square Enix has ever made but for some reason it still score lower than Some Final Fantasy and other Sqare Enix games on this site.I bet that if xenosaga was actually named Final Fantasy and had a subtitle it and if it wre made by sqare Enix it would have probably been more famous and it would have scored higher even though it is still the same gameIn the end with every thing being written said and done all i can say is that I feel more at peace now that I have defended this underated game.All I have to say now is that TURN BASED GAMES RULE!
The swinging feels worthless becuse web rush feels faster, the hero or menace system doesn't have a meaning to exist becuse if your a menace than your making the game harder then it needs to be so you will always be the hero but to reach hero you have to do side missions that HAVE UNSKIPABLE CUTSCENES that show the same thing over and over and over with the same voice saying the same stuff everytime it gets tediuos doing the same stuff multiple times before reaching level 3 hero oh and I might I add the rank can fall randomly becuse you are not at 2 locations at the same time you can complete one side quest gain some points and then lose the amount for not doing the other quest that is in the other side of Manhattan.
Second, you'll get a feel for how the game works by completing missions.
He has some nice things to say if you can complete a mission, but even then I feel like he was making fun of me.
Running around as Lo Wang completing both main story missions and side missions leaves you feeling like a total badass.
The game really doesn't have a set time to complete, so you can indulge yourself in the side missions if you're feeling adventurous.
You can hack to create distractions, hack to harm, or even hack to create a new route — there always felt like there was an alternative means to complete missions and it's all down to the freedom that the new intuitive hacking offered.
There was not a single time in my playthrough where I felt I was doing a meaningless task; every single mission I completed I felt added to my understanding of Cole's psyche.
You'll go through various missions that feel more like puzzles as you plan out the right path that will allow you to complete the mission with as little casualties as possible.
These side missions can be done whenever you want and can be accepted or denied if you don't feel like completing them.
That feeling of being stranded in an alien landscape, needing to survive, and needing to explore to complete your mission are a heavy weight from the drop.
In the meantime, fans old and new have one last epic (seriously, we never published a review for this game because I am STILL playing it — 100 - plus hours later) mission to complete, and then we will all feel that Phantom Pain knowing that Kojima will never again create a Metal Gear (Solid, or otherwise) game.
These sidequests are optional, and they feel like it: They frequently revolve around a remix of already completed missions, and are really meant for players who have completed most of the game's other content and want to prep for World's toughest endgame hunts.
The menu system still needs some tweaking in order to make it easier to manage, plus there needs to be some sort of better plotline that makes completing the more tedious missions feel worth it.
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