Sentences with phrase «most enemy encounters»

Another characteristic Mugen no Shinzoushares with Poibos is the fact that you won't survive most enemy encounters.
Most enemy encounters will require you to time your two attacks with proper dodges or blocks to live to fight another day.
You can be strategic and avoid most enemy encounters by judging and predicting their movements or by using skills to alter their movement.
Most enemy encounters fall into the pattern of kick the enemy until they fall down and then bash them in the head with something, whether it's the first time or the 100th time.
Most enemies I encountered were only hurt by either my black axe or gold spear, both buried in my dozens of joke weapons.

Not exact matches

It's like many churches I've encountered, willing to throw stones at the most likely perpetrator and forgetting that while we can't ignore injustice we need to comfort, forgive, and be good to even our enemies.
Now, about the second cool benefit of intermittent fasting — it's one of the most powerful enemies your fat reserves could encounter.
Game - play wise the DLC plays straightforward lacking customization and different ways to handle situations playing more like a handheld tutorial for most of the game, treating you as though you were too stupid to learn the basics of combat from the base game or earlier titles, However this could all be related to getting the player to use the new hacking feature in which you can now use situational hazards to stun enemies, however the concept falls shorts as most encounters when you will need to use hacking are scripted and would be more efficient in those that are not if you made use of your already acquired skills from the base game.Overall the DLC like the game is visually impressive and combat still flows well but you cant help but feel as though you have been cheated yet again.
Yes I said Cheep Cheep, the fish enemy well known to be encountered in most Mario Games, as the Switch version contains all of the Nintendo Easter eggs the Wii U version had and they are just as enjoyable as ever, much like the game itself.
Most encounters with enemies are in groups that seem haphazardly grouped and placed, and it's impossible to tell how the game wants you to approach them.
Eviscerating common enemies is consistently gratifying over Revengeance's eight chapters, but it's the handful of boss fights with Desperado cyborgs and giant mechs that deliver the game's best, most bombastic encounters.
In the game's defense it does try to break up the sense of monotony that comes with most encounters by utilising a couple of enemy types.
While it can be used to swipe at the many foes you'll encounter along the way and dig up treasure, its most interesting offensive feature is how it can be utilised as a pogo - stick, a skill that lies at the heart of the game as bouncing off of enemies is key, often being used to reach high platforms or make it across otherwise impassable gaps.
Most of your encounters are going to battles with enemy vessels, and this is where the game shines.
i.e. in cooperative games you will encounter more high - ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals and Crawlers)
Typically, most encounters require you to cower behind cover and gradually take down the enemy numbers.
Enemy encounters are few and far between in most stages, and it's a subtly brilliant design decision.
The DARK SOULS II Closed - Beta will delve into one of the most treacherous areas of the DARK SOULS II world; players will not only get an opportunity to explore an entirely new area of the game, but also experience overwhelming enemy encounters, diabolical challenges, and the unrelenting difficultly that only the developers at FromSoftware can deliver.
Koopa Troopas are not the most common enemies in this game (due to Bowser not being the main antagonist); Primids are actually the most frequently encountered enemies.
The most regular enemies that Mario encounters in Grass Land are: Goombas, Koopa Troopas and Piranha Plants.
And, for the most part, many of these things are never at the expense of the player, or the gameplay itself; its humor is ingrained within every enemy you kill, within every level you traverse and every outlandish costume, weapon, or boss fight you encounter.
One item which was show cased during the demo was a piece of meat which was cooked and provided the player with not only a health recharge, but a health boost which will most certainly come in handy before encountering a difficult enemy or boss.
One of the most intense and memorable uses of music, in my opinion, was the enemy encounter theme.
Some scenarios had me vs. 10 enemy fighters while the most I ever encountered was me vs. 20 fighters!
Those objects and artillery are most useful against the monsters and enemies Garian will encounter.
In stark contrast to the random encounters prevalent in most traditional role playing games, hack and slash action games are littered with enemies that pose an immediate threat the moment you enter a new screen or area.
Combining the best features of an action game and RPG, you'll slice, smash, shoot, and cast magic against some of the most horrible, vicious enemies ever encountered.
In most situations you can completely avoid encounters with enemies, especially if you utilize stealth properly, but you will undoubtedly come across situations where combat is necessary.
The game will present you with situations where you need to use both characters, but their roles are very much secondary to Claire and Barry, and thankfully most of the encounters with the infected enemies you will face can be dealt with using firearms.
The Function combinations really let Red kill her enemies in style, and I felt that the encounters were balanced well against most play - styles.
The Bad: The Brave & Default system that is so good in boss encounters turns out to be incredibly broken in random encounters with most random encounters being possible to beat in a single turn, often without the enemy taking any moves at all.
Most encounters still involve whacking or blasting away at everything in sight, but the deep inventory and challenging enemies prevent gamers from ever feeling like they're just going through the motions to get to the next bit of story.
Dungeon exploration can tend to be fairly repetitive, as can combat encounters if you strive to defeat every single enemy on the field and go through the same motions over and over (most standard attack animations play out the same with minimal flair to keep things exciting).
They can be found in most of the areas around Hyrule, and are the first enemy Link encounters after exiting the Twilight - filled Hyrule Castle at the beginning of the game.
Everything in the game leading up to the bosses are not all that complicated, the puzzles should be somewhat easy at most times and the enemies you encounter shouldn't give you too much frustration, however once you encounter the boss the entire game difficulty changes radically and the size of the bosses also helps put the overall difficulty in perspective.
The problem is that most enemies are pushovers that can be wiped out in a few hits, meaning that interesting encounters only come in the form of boss battles.
Because the AI sees the player based on a trace from the center of the head, but a headshot can be done by trace to any part of the head, most encounters begin by advancing slowly against a corner until just enough of each enemy is exposed for a headshot, before the center of the head is exposed to set off guard attention.
Early on, most fights will feel like pushovers (and too far between), but some of the later encounters can be on par with XCOM: Enemy Unknown's Classic Mode.
I found the warrior really overpowered at the start of the game, usually dealing most of the damage and taking very little, but as huge numbers of enemies were encountered during battles, it became obvious that black mages were necessary to wipe them out with one spell — it would take forever otherwise.
Together they will encounter and fight enemies such as «the adorably deadly hedgehogs of the Owl Woods, the violent Goat Clan along the Old Man Mountains, Hairclump spiders deep in the Stinky Swamp, and the most enemiest enemies of all: the clueless crossing guards around Bad Town.»
I was most impressed with the new co-op mode in Dead Space 3, as well as its new outdoor settings and human enemy encounters.
This does add some strategy to how you can approach battles, but ultimately running up to most enemies and simply attacking with your melee characters is all you need to do for most encounters.
The (semi --RRB- permanent damage taken differs with each difficulty level, so on the lowest one, the Way of the Acolyte, you'll start most encounters with almost full health, while you have to face much less and weaker enemies than on the higher difficulties.
This means that Wakka has a chance of petrifying enemies with a single hit, which can be used to deal with most of the random encounters in the game, as you will still get Ability Points from turning monsters to stone.
When exploring, dungeons encounters will be triggered by contacting enemies, and though each character has an ability (e.g. a dash, group heal, etc.) that can be used from that screen, for the most part you'll just walk around, loot barrels and chests, and take part in a dull fishing mini game.
Where most designers gingerly lead the player while explaining every rule and backstory nugget in wearying detail, Miyazaki constantly withholds information, thereby provoking a much keener interest — which is then compounded by the fact that every enemy encounter is a life or death battle.
Enemies will behave more intelligently, the groups you encounter will be different than your first run in the game with more variety in the encounters, and most importantly your precious counter indicators are gone which means you'll have to read enemy movements the old fashioned way.
Most encounters begin with the player shrouded in tall grass, presented with the option to survey enemies and environments.
Stage design, for the most part, is excellent, boasting a rather intimate structure that funnels chaotic encounters but makes sneaking into enemy territory all the more satisfying if successful due to its challenging execution, which greatly turns the tide of battle.
The human enemies are basically a joke when compared to the animals and machines you'll encounter, as a simple headshot on most will take them out, and what one arrow doesn't kill, a quick strike or two from the lance will finish off the rest.
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