Sentences with phrase «of the boss fights feel»

Some of these boss battles ended up being a bit of a spam fest, as once you had found a particular attack combination that worked all you would have to do is repeat the same combination over and over again which made a couple of the boss fights feel very repetitive.

Not exact matches

A lot of confidence comes from how you feel and the freedom you have as a player — throwing him into a team where 4 players fight to be top boss would equal a problem, imo.
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man United (Premier League) Reaction: Shocks are warning for England, says Hodgson (Euro 2016 qualifying) Report: Rooney on mark as England school San Marino (Euro 2016 qualifying) Reaction: Mourinho urges Chelsea to stay grounded (Premier League) Reaction: Wenger plays down Mourinho touchline spat (Premier League) Report: Hazard, Costa sink Arsenal in stormy derby (Premier League) Reaction: Pellegrini rues carelessness after Roma hold City (Champions League) Report: Totti makes history as Roma thwart Man City (Champions League) Reaction: Rodgers heartened by Liverpool resilience (Champions League) Reaction: Van Gaal wants more from match - winner Di María (Premier League) Report: Falcao debuts as Man United crush QPR (Premier League) Reaction: Hodgson hails Welbeck for biding his time (Euro 2016 qualifying) Report: Welbeck gives improved England winning start (Euro 2016 qualifying) Reaction: Angry Hodgson dismisses England statistics (friendly) Report: Rooney rescues England in turgid Norway win (friendly) Reaction: Wenger backs Sánchez to fill Giroud's shoes (Champions League) Reaction: Pellegrini gladdened by Jovetić display (Premier League) Report: Jovetić at the double as Man City sink Liverpool (Premier League) Reaction: Ancelotti predicts «new cycle» for Madrid (UEFA Super Cup) Report: Ronaldo still the boss as Madrid win Super Cup (UEFA Super Cup) Reaction: Wembley win sets tone for Arsenal — Wenger (Community Shield) Report: Vibrant Arsenal down Man City in Community Shield (Community Shield) Reaction: «Lethargic» Arsenal not ready yet — Wenger (Emirates Cup) Report: Falcao scores comeback goal to sink Arsenal (Emirates Cup) Reaction: Wenger enthused by Sanogo - Campbell double act (Emirates Cup) Report: Sanogo upstages Sánchez in Arsenal romp (Emiratesfight» for return — Rodgers (Champions League) Report: Basel thwart Liverpool to reach last 16 (Champions League) Reaction: Van Persie rescued United, admits Van Gaal (Premier League) Report: Van Persie sends lacklustre Man United third (Premier League) Report: Agüero undoes Southampton as Man City go second (Premier League) Report: Stunning Agüero treble gives Man City hope (Champions League) Reaction: Hodgson dismayed by England fan chants (friendly) Report: Rooney at the double as England silence Scots (friendly) Report: Rooney, Welbeck inspire England fightback (Euro 2016 qualifying) Report: Tevez returns as Argentina overcome Croatia (friendly) Reaction: Man City have «crisis of confidence» — Pellegrini (Champions League) Report: Nine - man Man City left on brink by CSKA Moscow (Champions League) Reaction: Van Gaal says beaten Man United getting closer (Premier League) Report: Agüero gives City spoils against 10 - man United (Premier League) Reaction: Shocks are warning for England, says Hodgson (Euro 2016 qualifying) Report: Rooney on mark as England school San Marino (Euro 2016 qualifying) Reaction: Mourinho urges Chelsea to stay grounded (Premier League) Reaction: Wenger plays down Mourinho touchline spat (Premier League) Report: Hazard, Costa sink Arsenal in stormy derby (Premier League) Reaction: Pellegrini rues carelessness after Roma hold City (Champions League) Report: Totti makes history as Roma thwart Man City (Champions League) Reaction: Rodgers heartened by Liverpool resilience (Champions League) Reaction: Van Gaal wants more from match - winner Di María (Premier League) Report: Falcao debuts as Man United crush QPR (Premier League) Reaction: Hodgson hails Welbeck for biding his time (Euro 2016 qualifying) Report: Welbeck gives improved England winning start (Euro 2016 qualifying) Reaction: Angry Hodgson dismisses England statistics (friendly) Report: Rooney rescues England in turgid Norway win (friendly) Reaction: Wenger backs Sánchez to fill Giroud's shoes (Champions League) Reaction: Pellegrini gladdened by Jovetić display (Premier League) Report: Jovetić at the double as Man City sink Liverpool (Premier League) Reaction: Ancelotti predicts «new cycle» for Madrid (UEFA Super Cup) Report: Ronaldo still the boss as Madrid win Super Cup (UEFA Super Cup) Reaction: Wembley win sets tone for Arsenal — Wenger (Community Shield) Report: Vibrant Arsenal down Man City in Community Shield (Community Shield) Reaction: «Lethargic» Arsenal not ready yet — Wenger (Emirates Cup) Report: Falcao scores comeback goal to sink Arsenal (Emirates Cup) Reaction: Wenger enthused by Sanogo - Campbell double act (Emirates Cup) Report: Sanogo upstages Sánchez in Arsenal romp (Emirates Cup)
Of course Retro did a fantastic job of still making the bosses fun and interesting despite giving themselves this constraint, so the combat is still rather enjoyable during boss fights, with the smaller enemies feeling like more of obstacles to be avoideOf course Retro did a fantastic job of still making the bosses fun and interesting despite giving themselves this constraint, so the combat is still rather enjoyable during boss fights, with the smaller enemies feeling like more of obstacles to be avoideof still making the bosses fun and interesting despite giving themselves this constraint, so the combat is still rather enjoyable during boss fights, with the smaller enemies feeling like more of obstacles to be avoideof obstacles to be avoided.
Inventory management is a nuisance in the heat of the moment, it's maddeningly difficult to pick up the item you want and not the useless thing next to it, and, sorry for harping on them, but almost all of the boss fights would feel at home on a 2004 gaming console.
The few boss battles all feel like they could have been ripped out of a 3D Mario game, as they are epic fights that pit you against huge monsters.
For a game that deals with this large a scale it often feels small and lifeless outside of the boss fights.
You at least can't deny it's the shortest 3D Sonic game with a rushed ending and a feeling of cheapness - they reuse the same boss fights several times, for example.
Curiously, some boss fights felt easier when played solo while others clearly benefited from the added firepower of multiple androids.
A cynic may think it's just Hideo Kojima thumbing his nose at us, pulling us out of an intense boss fight to be confined to a slow, dull area for what feels like forever.
This game is great, it's like a kind of casual dark souls and will hopefully keep me busy till the dlc drops but... I strongly feel it could have a little more meat to it i.e. more levels a greater variety of gear and maybe give an endless mode with leaderboards, with making it the point of every 10 levels add a boss fight.
Outside of boss fights, the only times I died repeatedly in the same place in Sonic Mania were due to repeated crushings, which never feels as fair or justified as a more normal death.
What I like about them is that they can spice up a part of the game and give more of a climatic feeling to a boss fight.
Not really, fighting 3 boss monsters of which only ONE is your mission goal hurts like hell, but killing all 3 of them really gives you both an adrenaline rush and a very satisfied feeling + tons of extra rewards for killing non-mission included monsters.
I felt the timer intruded on the experience as since it almost takes the full amount of time to fight the boss.
You are just fighting an endless goons of M. Bison army so it often feels dull for a short amount of time, trying to build combos until a final boss arrives.
Of course, you battle other characters in boss fights but most of them don't feel much different to the robotOf course, you battle other characters in boss fights but most of them don't feel much different to the robotof them don't feel much different to the robots.
This occurred with many of the villains I encountered during boss fights, which is sad because boss fights are supposed to make you feel emotionally invested.
Though they may not win any prizes for originality there's nothing inherently wrong with that when they are this enjoyable and well put together, and Lords of Shadow 2's boss fights successfully evoke feelings of old - school throw - downs.
The adventure comes to a close at around the 12 - 15 hours mark, just when it feels like you're reaching the mid-way, with little in terms of build - up to the final fight thanks to the developers choosing to reuse the same boss numerous times.
The only real flaw i could find was the boss battles, which felt uninspired compared to the rest of the game and the final boss fight was dissapointing.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
I felt each of the first 3 boss characters belonged in the environments they were initially fought in, and seeing them again didn't make much sense to me.
This is because enemies don't feel dangerous, even though the bosses are just bigger versions of the peons you fight every day.
Fans may be quick to point out Star Allies possesses the most levels of the past seven years of Kirby games — just over 40, in fact — but when considering that half of those are optional EX stages or brief boss stages, not even one of the most rousing final boss fights in series history can stave off the feeling of «that's it?»
While the boss fights are fantastic, I must say that the bad guys feel like some of the least developed in the series — while groups such as the Cobras and FOX - HOUND all had a lot of nuances and individual stories, the Winds of Destruction didn't really give me much in terms of emotional investment.
For the most part, the majority of the battles are actually quite fun and brisk and I was also very happy that some of the longer boss battles kept me on my toes and felt like real epic fights.
Some of these boss battles were quite fun to play but the odd one or two felt more like a chore than a proper boss fight.
Unfortunately, I just didn't feel compelled to use two of the seven available characters unless I felt they were absolutely needed for specific boss fights.
Each of the worlds boss fights in all honesty felt rather simple and suffer from the same 3 hits and you're out policy which doesn't make the boss fights feel like much of a challenge at all.
A regular battle in Dragon Quarter sometimes feels like a boss fight from a different game in terms of pace and opportunity to form complex strategies.
The bosses actually feel like boss fights, given that the Rat Ogre, Stormfiend, Chaos Spawn, and Bile Troll are all meant to take plenty of punishment before death.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
well I guessed he only based it on gameplay and ONLY fought the first boss: (Well I understand the thing about controls, but he should really go watch it on youtube or something, the cinematic feel of the game is too much to pass on...
The Curse - Rotted Greatwood is the first boss that feels like a puzzle and a boss fight rolled into one — and our guide will help you make short work of it.
Rolling the boss fights into this setup, makes them feel more worthwhile rather than the incongruous approach in the Western version of the last game.
These are some of the hardest boss battles I've encountered in recent memory, but once I finally figured out the best strategy to defeat them, it felt incredibly rewarding and I found myself pumped up to fight my way through to the next challenger.
-- Handcrafted 2D graphics with explosion animations galore — Cutesy gore art and cheeky humor all perfectly balanced to enhance the gameplay — Multi-layered parallax backgrounds that draw the player in — The brash, but lovable anti-hero, Harry... aka... you — 30 levels crammed with relentless waves of bug assaults and evolving game design — 5 Merciless boss fights that are not meant for the timid or meek hearted — Dozens of different types of ferociously quirky bugs to slaughter — Coin hoarding to your heart's content — An arsenal of firepower to slice through the bugs like soft, melted butter — Upgradeable Weapons to make any trigger happy player smile — Turn the bugs to dust with the pitiless Power - Ups and feel free to beef them up at your leisure — Customizable suits because that color really does suit you — Complete missions and earn your stars of valor — With the ability to customize and upgrade weapons and power - ups, no two rounds are alike.
And while you can always look at your boss fight time attack for a numerical encapsulation of your skill, the much more important aspect of each performance is the feeling of overwhelming power on each turn, each double jump, and each perfectly choreographed dance around a stage of enemies and projectiles.
Against the majority of enemies, and in close quarters, the clunkier controls do a splendid job of creating intense and challenging battles, but in certain instances, especially some boss fights and quick enemies, the lack of a sprint feature can make combat feel unfair and unbalanced.
Given how excellent the simple puzzle - logic of Metal Gear boss fight have been in the past, it feels dumb for Peace Walker to simply abandon all of it in favor of straight - up RPG stat - grinding.
The handful of «boss fights» that there are also feel extremely unique... and stressful.
They liked the sound overall, where as I felt that having Boss Music (capitalized because it is for Bosses) would have sent the whole feel home, and that the games lack of boss music made fighting bosses feel eh and less significant than perhaps they shouBosses) would have sent the whole feel home, and that the games lack of boss music made fighting bosses feel eh and less significant than perhaps they shoubosses feel eh and less significant than perhaps they should be.
The one unfortunate area where this was felt is in the fairly repetitive and uninspiring boss fights at the middle and end points of each world.
Though I was disappointed by the small role of the world ends with you characters and some frustrating designs, the end game completely saves it, giving those rage educing boss fights you hate with all your being until you finally emerge victorious feeling like a true Keyblade master.
Dark Souls III feels quite easy to begin with, but as always, this is just a false sense of security, as when you fight your first major boss, you'll realise that it's not that easy to hold on to the souls you've earned.
Despite its game - breaking ninjutsu and lackluster boss fights, each stage is a high - octane adrenaline rush backed by a soundtrack with an urgent tempo, and Ryu handles so fluidly that wall - kicking and leaping across ledges in a perfect display of momentum driven skill is a feeling which doesn't just emulate that of the NES classics, in many ways, it is superior.
You at least can't deny it's the shortest 3D Sonic game with a rushed ending and a feeling of cheapness - they reuse the same boss fights several times, for example.
I mentioned a feeling of poor difficulty balance in the boss fights, and this feeling also extends to how the campaign's different difficulties feel.
I never felt like I was being challenged, even on some of the «harder» boss fights, because I was so egregiously over-leveled that nothing mattered.
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