Sentences with phrase «of generic enemy»

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.
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.

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.
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