Sentences with phrase «of enemy attack patterns»

Although this system sounds simple, variant comes not only from the variety of enemy attack patterns, but later by foes which use ranged attacks and demonstrate a propensity for surrounding the player.

Not exact matches

All you have to do is take your time when exploring an area, learn the attack patterns of your enemies (which are usually straightforward) and assign your skill points to match your playstyle.
Bazzas are the aquatic equivalent of Swoopies and Lemguins, other enemy creatures with attack patterns similar to the dangerous fish.
Knockas have an attack pattern similar to an earlier enemy named Klobber; a Knocka waits hidden in its barrel, and if either Dixie Kong or Kiddy Kong pass by the foe it will spring forth out of its barrel and begin trying to ram the Kongs.
The pace and intensity are still every bit as frenetic; enemies fly at you from all directions and there are frustrating trial and error deaths as one learns the attack patterns of bosses, but Cursed Castilla's finesse strikes a balance that feels almost rhythmic to control while still testing the skills of veterans and newcomers alike.
Not only does failing to do so this ruin any sense of power and weight your attacks are supposed to have, but there also appears to be no discernible pattern behind when enemies will be staggered or when they'll shrug your blows off, creating an awkward rhythm to combat and making it hard to get a good combo going as you'll find yourself either constantly getting hit or blocking / dodging.
Enemies also progressively get difficult both in terms of attack patterns as well as constitution, but fortunately, the game provides the hero a multitude of weapons with varying degrees of attack, speed, and range.
Many of the enemies are taken from other Metroid titles, with classic enemies converted very well into the 3D design — even their attack patterns haven't changed, and for the most part have been designed to look as much like the original designs as possible.
While this system is more interactive and theoretically more enjoyable than old - school turn - based combat, many of the battles come down to figuring out the pattern of enemy attacks and learning where to squeeze in your counters.
While these events help to break up the puzzling and it's always entertaining to glean and exploit each enemy's attack pattern, these also are one of the few parts of the game capable of generating frustration.
It's a good kind of challenge though, with Jotun: Valhalla Edition taking an almost Dark Souls - like approach (if you'll excuse the cliché) by forcing you to learn enemy's attack patterns and... well... «get good».
The combination of attack and defense is key to your success, with players requiring a sense of patience to take down enemies, learning their patterns and knowing when the perfect time to strike is.
It breaks up the straight, predictable pattern of the levels effectively, throwing in an extra challenge once you get used to reading the attack patterns of the enemy vessels.
including the now infamous «Vidmaster: Endure» achievement, as much as the five available Strikes are repeated over and over with varying levels of difficulty (and increasing rewards), I never got bored of memorising attack patterns of different enemies and spawn locations of certain mobs.
As someone who has fond memories of Firefight from ODST, including the now infamous «Vidmaster: Endure» achievement, as much as the five available Strikes are repeated over and over with varying levels of difficulty (and increasing rewards), I never got bored of memorising attack patterns of different enemies and spawn locations of certain mobs.
A lot of the exploration and combat in the game boils down to trial and error; you may instantly get hammered by that hulking giant clad in armour upon your first meeting or be caught off guard by a booby trapped chest but once you memorise the locations of certain traps and the attack patterns of the enemies you'll soon be traipsing through the areas like the true champion you are, smiting all who dare cross your path.
Bosses are thoroughly enjoyable as well, as each has a unique attack pattern that matches the design of the enemy.
Each level comes with its own set of challenges that require careful timing and combo mastery to defeat the onslaught of enemies and bosses employing completely unique attack patterns.
You (and up to five players) take control of a neon coloured ship and fire out neon coloured bullets at countless enemies, each with their own unique attack patterns.
These colourful individuals make up possibly the most frustrating and tedious enemy type of the entire series, stun locks, sleep spells, freeze spells, vanishing a second before the last hit, flying enemies who love to constantly move just out of reach, every status ailment or frustrating attack pattern these guys throw out.
Gameplay is fairly standard for side - scrolling shooters, with predictable patterns of attack from the enemy ships and a few environmental obstacles thrown in.
Enemy bosses appear at the end of every world possessing an ominous amount of firepower in their armoury and certain patterns of attack that must be overcome in order to reduce their extensive health bar to 0 %.
There's little in the way of cheapness to be found — all enemies have a pattern, and you can dodge every attack as long as you're paying attention.
Smashing enemies with headbutts requires precise timing, and there is a lot of variety to enemy attack patterns which makes the game increasingly challenging.
You can't just pick an attack and spam it whilst the enemy does nothing — they will have some kind of pattern but sometimes they can start to do things at random so you must always be on your guard and able to spot a weak point and use it to your advantage.
As the story snakes along, you'll encounter a wealth of side quests and hours of challenging turn - based battles where you must coordinate monster skills, rider skills and enemy attack patterns.
Whether that's learning a new enemy attack pattern, uncovering a key weakness of a troublesome boss or the accrual of a new upgrade, dying in Bard's Gold hardly ever feels like the reductive condition that it typically does elsewhere.
Due to the enemies present, their attack patterns, the shape of the terrain — players quickly find that they have to adjust on the fly and select the right tool for the job.
Every good 2D action game needs a variety of enemies with diverse attack patterns and abilities.
The majority of the enemies in RIVE will have a homing feature to attack you directly, although some other enemies will have their own set patterns making them a little less challenging, unless they're getting in the way of your maneuvers.
Every death that occurred was a direct result of either not knowing the level or being unfamiliar with the attack patterns from the 70 plus enemies you'll encounter.
At first, it's simple enough, as enemies hardly attack in the first rounds and their flying patterns are easily predictable, but as the rounds pick up the action gets more intense, as different types of bugs provide different ways to kill you and players need to recognize them and react accordingly to survive, while also shooting at them as often as possible to keep them from taking over the screen and trapping you.
Two settings above «Normal» exist for each level, both of which increase the amount of enemies and shuffle boss attack patterns.
Some of the enemies even look similar - some of the Fallen look like Halo's jackals, for example - or they move in similar patterns and must be attacked in similar ways.
There's a large variety of enemies and all of them have their own distinct attack patterns.
You play an agent of Death on medieval alien planet, and while you'll need to memorize enemy attack patterns and pay close attention to the treacherous environments, you'll also be scaling the backs of beasts bigger than a skyscraper with a grappling hook.
Like the more unique enemies in the game, players will have to figure out each of their attack patterns and weak points.
Like the weaponry in Fragmented, each enemy is different, while they all follow similar attack patterns and such, each type of enemy is unique in its own way.
Like here in Luigi's Mansion for Gamecube, where the PAL version got a massively improved Hidden Mansion mode with changes to boss attack patterns, new sets of enemies in different rooms and the whole layout of the mansion being mirrored.
It has the standard trappings of the genre: Weapons that get stronger from power - ups dropped by enemies, a secondary screen - clearing super attack with limited charges, and boss battles where you hammer away against a beefy target with patterned attacks you have to learn how to dodge while watching for exposed weak points.
The target is always made easily visible by color, leaving the mix of environmental settings and enemy attack patterns to create earnestly fulfilling encounters.
Nex Machina also offers challenging Arena modes that will change up the levels with different enemies and more difficult patterns of attack.
Most enemies go down in a few hits so they never really pose a problem and bosses simply require to find their attack pattern and dodge + perform the same kind of action a few times over.
also offers challenging Arena modes that will change up the levels with different enemies and more difficult patterns of attack.
Study their attack patterns and weaknesses, then strike hard and fast — even the weakest of enemies can be deadly!
Of course, defense also demands your precision, and players will have to carefully observe the attack patterns of every enemy and properly time jumps or counters for both bros individually in order to avoid taking damagOf course, defense also demands your precision, and players will have to carefully observe the attack patterns of every enemy and properly time jumps or counters for both bros individually in order to avoid taking damagof every enemy and properly time jumps or counters for both bros individually in order to avoid taking damage.
The combination of weaponry, agility, Chi Powers, environmental hazards, level design, and in the quantity, size, attack patterns and variety of enemies add up to a fantastic FPS experience when it's firing on all cylinders.
Each type of enemy has its own attack pattern that you'll need to study and memorise.
Making the whole ordeal varied are the good variety of enemies, all coming with different attack patterns and the fact that players need to rescue humans in each of the world's zones to further increase their score multiplier, something that's incredibly important in a game that puts quite a bit of emphasis on achieving scores higher than the ones achieved by other players.
Enemies don't offer many attack patterns of strategies, all you need to do is constantly mash the attack button until everybody is gone.
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