Most of my time was spent bumbling around firing at waves
of generic enemy dudes, alone and confused as to my reasons for continuing to bother.
DKC3 goes back to more
of the generic enemy style of the original, but their designs lack the charm, and look more goofy than anything.
Not exact matches
You've got two seemingly
generic fantasy hero archetypes (a scantily clad elf ranger and beefy human warrior), a simplistic, overarching plotline and gameplay that has you wading through the same (or very similar)
enemies throughout most
of the campaign.
They might appear as a
generic type
of enemy, and
of course there are a few
of them in the Castlevania series.
The benefit here is that Dragon Quest has such a rich roster
of enemies to draw from - rather than waves
of generic soldiers you'll encounter series mainstays such as Slimes, Skeleton Soldiers, Golems and Dragons, all in the series» iconic Akira Toriyama style.
A spark
of life glimmers at its core, but it's overshadowed by a broken interface, poor squad combat, senseless
enemies, and some
of the most
generic shooter environments in recent memory.
Made in the midst
of the war, it's an obvious propaganda piece, not just in the opening and closing titles, but also in the
generic demonization
of the Japanese
enemy.
Even
generic enemies with actual names are
of little or no note, beyond being the ones you should absolutely target in order to cause all
of their minions to flee.
Special
enemies are pretty
generic and don't add much to change the somewhat monotonous killing
of endless waves
of weak
enemies.
Where the problem lies is that Battleships combat just feels
generic and soulless, and with just three
enemy types (one
of which is actually a mine, so really two
enemies) and only a few weapons to choose from it's also lacking in variety.
It's sweet, simple and completely
generic, but with one twist; if the Bats win they summon a swarm
of those flying rodents to kill the
enemy, while the Jokerz go for a nice and simple gas attack (not that kind you sick bastard) to finish off their foe.
Death is a relatively common thing with the world
of Mordheim; losing a few
generic henchmen in your first dozen hours is to be quite likely, as is having to concede defeat to an
enemy that simply was too powerful to combat.
Other small things in Singularity bug, such as some irritating stealth sections and the inclusion
of Ticks, a small fast crawling explosive
enemy, which become infuriating after a time along with the single big boss battle being a rather
generic «Shoot the glowing points» battle with little freedom.
This is fantasy at its most
generic, from the boringly titled «warrior» to the fact that the various
enemies mean nothing more than different amounts
of hitpoints.
For all its emphasis on customization, it's a bit disappointing to see the game retain the
generic character portraits used in earlier installments, especially now that other areas
of the presentation, like
enemy characters, have been improved.
That's not to say they all feel identical, per se, just a bit too similar; but when you're taking on masses upon masses
of the same
generic - looking shinobi
enemies, distinctive characters can make all the difference in the world.
Beyond story missions; there are also
generic missions that are effectively side missions, while biohazard mode and survival mode involve surviving an onslaught
of enemies.
He just decimated a feared weapon
of mass destruction, but then gets his tail handed to him by the most
generic of enemies — it doesn't make sense.
You'll be climbing up the most
generic of cliffs, only for the game to pointlessly cut away to introduce the presence
of enemies.
Even though he's supposedly a gifted being able to cast electric attacks out
of his hands, Zachariah sure feels like he's constantly against the odds as he battles many
of the game's
generic human
enemies.
Sure, you now have the power
of the «Fury», which transforms you into a «Super Saiyan» version
of your character which can kill
enemies like flies for a limited time and you can have 3 other NPC officers (Which also level - up) help you dish out the pain... but the problem is you still kill a million boring,
generic enemies, over and over and over.
While some units have a decent level
of detail, and while the environmental draw distance is impressive at times, the troops are all
generic and it's impossible sometimes to know which ones are on your side when you fight against a similar
enemy.
The series, and many other zombie games, seems to forget that the
enemies in these games are victims themselves, and now just treat them as
generic bad guys that must be killed and dulling any sort
of creepiness or disturbance the player should feel from murdering another human being, but this is an argument for another feature...
They also appear as
generic enemies towards the middle
of the game, and even Amazing Flyin» Hammer Brothers, who were absent from games for some time, reappear.
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I'm an absolute champion
of gameplay over visuals, though the UI is as basic as you could ever imagine and the
enemy designs are
generic.
Instead you play through a pretty
generic story where you have to become friends with all
of the King's
enemies to form a rebellion strong enough to beat him.
While the combat is
generic, there are not a lot
of forced
enemy encounters that Naughty Dog was guilty
of in the previous games to artificially pad the game.
Quite unlike the swift, dynamic styles
of Transformers Devastation, it plunks you into
generic, underdeveloped environments to face swathes
of unchanging
enemies, with a pretty boss battle thrown in at the end to see levels through.
They're all pretty
generic and task players with, more or less, escorting Ghost through
enemy camps, defending it in front
of waves
of foes while he breaks into one system or another, and listening to his exposition.
The
enemy designs are pretty
generic, and consist mostly
of bland looking space ships.
The game, seen only in a brief trailer at E3 2012, starred a
generic - looking unnamed protagonist shooting
enemies as he descended into the lowest levels
of the planet - sized city Coruscant.
These
enemies are some
of the most
generic enemies in the Seiken Densetsu series.
These
generic quests consist
of little more than killing
enemies and gathering resources, but I appreciated having the option to mindlessly wander without focusing on a strict goal.
Looks pretty neat, although I swear I've seen that same crowd
of generic Mario
enemies in every single sports spinoff since Mario Kart Wii...
All
of these beasts are charmingly and clearly defined; not a
generic pixelated
enemy to be found here.
Nintendo wasn't satisfied with this explanation and Poison was replaced with a
generic male
enemy in the SNES version
of Final Fight.
You move around one
of two ships in a vast empty map, with visuals straight from the most
generic space shooters from the beginning
of the millennium, and all you need to do is defend your motherships (named after Canadian provinces, by the way) from
enemy attacks.
Enemies don't look overly great, with some detail, but most
of them appearing pretty
generic throughout the game.
The problem is that we have virtually no tools for dealing with
generic (average - case) data other than by treating all (worst - case) data; the
enemy is that the Navier - Stokes flow itself might have some perverse entropy - reducing property which somehow makes the average case drift towards (or at least recur near) the worst case over long periods
of time.