There are tons of
normal enemies too, and while some are recoloured during the later game (as harder versions of the creature), it did not bother me a bit.
Not exact matches
Here screenwriter Alex Garland plays with expectations and explores the concept that perhaps there's not
too much difference between the infected and the
normal, and the monsters turn from
enemies into unknowing helpers of sorts.
On
normal difficulty, high - level
enemies are still really hard, but lower - level
enemies can seem way
too easy.
On
normal difficulty, these felt more like showcases than strategy -
too hard to lose against a lacklustre
enemy showing, and more an opportunity to breed a few of my favourite units and give them names.
However, a few moments do exist when GRFS loses its flexibility a bit and strays
too close to similar scenarios in other war games (waves of
enemies prior to extraction in one mission, segments where a turret is operated from a helicopter), which just aren't as good as GRFS «
normal gameplay.
If you play on
normal difficulty then you'll probably find the majority of fights will be
too easy and you'll have little motivation to tweak your parties setup — as you can overpower most
enemies easily.
Instead of the
normal overtake style missions you would expect the driving levels are instead about keeping on the course and not letting the
enemy get
too far ahead.
Normal difficulty will no doubt be where the majority of gamers take in the action — especially as
enemy bullets disappear when you make a kill — and you'll be grateful for it
too as this ensures that
enemies react a little slower than those found on the Hardcore and Murderous levels.
The
enemies won't cause you
too many problems (in the
normal mode that is), but the bosses will kick your butt over and over again.
Unfortunately the camera struggles to frame the fast action, with a few
too many occasions having unseen
enemies inflicting damage up on you, but it's largely functional enough to not have
too much of a negative bearing on the game on the
normal difficulty setting.
Since its recent launch on Steam, Overturn has grappled with
enemy balancing, with the «
Normal» mode being rather
too difficult at times.
The
normal attacks are not
too hard to direct, but it's impossible to predict where the elbow smash will go, and
enemy groups are much harder to control, and they will gang up on the player quite unfairly, especially in single player mode.
It's tough,
too: we found ourselves having to shift the difficulty from
normal to easy during several late - game battles, as our characters were simply
too weak and demoralised in comparison to the
enemies.