Instead, it was about making a large
number of weapons feel satisfying, which is where a lot of Motion Twin's effort was devoted.
Not exact matches
You find out very fast that in the open world, the
number of guns is absurd, you're always replacing your
weapon with ones noticably better, which gives you the
feeling like you're constantly improving, which is
Battles in particular
feel nice for a
number of reasons: players can equip characters with both
weapons and armor as well as Spritnite, which functions sort
of like Materia did in Final Fantasy VII.
Even though still in Alpha stage, the demo gives a
feel for movement and the
weapons as players take down a
number of dummies throughout four different levels, and is another one
of the preview slices — which will ultimately lead up to the community - funded title's release in the unknown future — that Zero Point began releasing late last year.
Also, the
number of combos and attacks you can perform as well as the
weapons at your disposal are varied enough help make combat
feel less repetitive.
While Bloodborne's reinvigorated combat system is certainly more robust than From Software's previous entries, the
number of weapons you'll have at your disposal this time around
feels significantly dialed back.
You only obtain a reasonable
number of weapons and abilities, so you never
feel overwhelmed by indecision.