If you're looking for a casual platformer with some classic Metroidvania style elements and plenty
of varied enemies to blast away at for a bit of afternoon fun, then there is no reason not to jump into Mystik Belle.
Totems in Dreamland is a solid Action game providing unique gameplay mechanics yet to be seen on Gear VR, in a beautiful world filled with plenty
of varied enemies.
Each mission for each character has three layouts
of varying enemy placement, objective requirements, and overall difficulty.
There are a small handful
of varied enemy ship designs, a few basic starry backgrounds, and the icons used for the power - ups.
Not exact matches
'' [The researchers»] conclusion was that the nature
of action video game play was critical in «forcing players to simultaneously juggle a number
of varied tasks (detect new
enemies, track existing
enemies and avoid getting hurt, among others)...»
Some
of these regarded him as an
enemy, others with indifference or only casually, and others still with
varying degrees
of appreciation.
Definitions
vary according to the size
of the window that constitutes life, (when it starts and stops), its quality or relative value as measured by those in power, (i.e. slaves regarded as half - people, uncharismatic mutations, the sick and aged, outsiders, outlaws,
enemies, militarily weaker populations with confiscatable possessions, those with «fates worse than death», et al), and whose lives, (responsibility for all
of a wars» deaths might be attributed to the defeated).
The pair exhibit
varying levels
of enthusiasm over having a journalist along for their tour as they have serious concerns about how their image may be affected when William (a.k.a. «the
enemy») publishes his story.
The
enemies aren't very
varied, so you will often encounter many
of the same
enemies.
The number
of characters you can take into combat
varies from one to four depending on the level, and you guide each through movement and combat phases
of their turns as you hunt down swag or take on
enemy forces.
Even the basics
of combat are getting a bit
of a refresher, with new environmental attacks and something called the «State Combo» system, which sounds like it offers more dynamic combos that
vary based on where your
enemies are and what they're doing.
The path the story takes you through involves fighting all sorts
of different
enemies on levels with
varied objectives.
BP's
enemies vary from the corporations and warlords trying to take control
of Wakanda to the Avengers themselves initially.
Dazzling power - ups,
varying waves
of enemies, upgradeable ships and battles against massive bosses.
The castle is huge, the
enemies varied, and there are plenty
of weapons and abilities to unlock.
Unlike some tower defense games that seem to dole out waves
of enemies in escalating numbers or strength, Hell Warders assumes that there will be a number
of human players in the mix and so even very early waves consist
of many
enemies of varying types, with hulking mini-bosses appearing as early as the second wave.
Given that, the gaming environment
of Mario and Luigi: Dream Team Bros. is quite
varied and interactive as you explore a plethora
of strange places with puzzles,
enemies and other challenges that could only be found in a Super Mario game.
Initially, each character is able to build a basic defense that matches its color — and deals more damage to
enemies of the same color), but they'll get progressively more complex and
varied, as you'll start to combine items between two or more characters.
The hand drawn cartoon visuals look great, and there is a surprising amount
of different
enemy appearances which helps to
vary up the gameplay.
Every single level is absolutely jam - packed full
of secret collectibles and
varied enemy design, it's easy to appreciate the passion Retro Studios has put into the title.
While the specific objective
varies from level to level, destruction
of the
enemy's castle and troops via the projectile launcher is the primary gameplay mechanic.
The
enemies encountered in Gunman Clive
vary in each
of the levels, from bandits that carry weapons and dynamite to creatures such as wolves and pelicans.
While each bosses attacks were
varied, ranging from shooting smaller
enemies out
of a giant blunderbuss to creating massive shockwaves for players to dodge, the overall strategy is the same.
The engine used to power Project Origin is a vastly improved and enhanced version
of the one that drove F.E.A.R., the environments are more
varied and larger,
enemy types are broadened beyond just replicas, the already impressive A.I. has been built upon substantially.
Visually, the game is colorfully
varied, with pixel graphics mixed into a 3D world;
enemies will pop out
of the background, launch missiles, and spin giant robots around wildly to make you explode.
The supply missions are
varied, often challenging, but usually more enjoyable than those offered by the CEO special cargo work — one had me stealthily disposing
of enemies whilst searching for the supply crate, whilst another involved stealing a tank and (in my case, because my Bunker is so far from anything) using the sluggish Cargobob to deliver it to my facility.
In the Resistance mode, the different
enemy factions
of the game team up against the division agents coming at a team
of up to 4 agents in a
varied wave, similar to a standard horde mode.
As you make your way through the many sparsely lit corridors and into the those areas where all the bad guys are waiting to pump hot lead into your ass, you can fight fire with fire with your hand gun or pick up the
varied number
of weapons that said
enemies will drop as you send them on to their next life.
Gameplay: 7 While the minigames are fun and the
enemies slightly
varied there are a few flaws such as the repetitive boss combat and general shortness
of the game, lasting only around 45 minutes to clear every stage.
These upgrades do mix up the formulaic nature
of the gun - play, and their presence is the saving grace that keeps killing
enemies, which you'll be doing a lot
of, somewhat
varied.
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.
The incredibly thin roster
of enemies is disappointing given how far older games managed to deliver a more exciting line - up
of varied foes to battle against, often in just the first level, while also featuring better AI and avoiding resorting to cheap
enemy placements to create a sense
of challenge.
The side quests
vary radically between simple conversations between characters, to hunting for a missing animal or fulfilling specific conditions within a dungeon — kill x amount
of enemy y for example.
The
enemies are detailed and
varied enough but some
of the animations were simplistic.
Enemies are
varied and offer an interesting challenge, while the environment sees the gradual introduction
of the standard platforming tropes; moving platforms, zip lines, buzz saws, switches et al..
Weapons
vary enough, feel weighty and punchy, and must be used down to the last round due to the overwhelming advance
of enemy soldiers.
The statistics include a
varying range
of statistical analysis such as your total points score and challenges score; time played; the amount
of challenges completed, secrets found,
enemies killed, damage done, deaths, objects destroyed and damage received; the individual mission score for each
of the twelve chapters; and the individual survival scores for each
of the four survival scenarios.
Standing in your way are
enemies of varying difficulty, tricky platforming sections, and some rather «floaty» controls.
The deceptively simple to learn rules
of the game lead to a
varied set
of strategies that you can employ to defeat your
enemy and march on»
Teams will choose from a roster
of varied classes that fill specific roles on the battlefield as they navigate large - scale, open maps and take down their
enemies.
Voice - overs
vary for each
of the mercenaries as they swear when being overrun by Zeds and communicate with team members in a serious manner to remind them
of low visibility or rather humorously inform the team
of their generosity when handing out some free dosh, while
enemy bosses taunt your character that your defeat is inevitable and a female trader comments on your team's progression and instructs your team to return to the trade pod for re-supply after each wave has been completed.
The window
of damage
varies widely from
enemy to
enemy, but there's nothing to explain a fully - powered Alis doing only 2 or 3 HP
of damage to a given
enemy when uber - wuss Noah does five times as much in the same round.
The
enemy design includes guards with
varying amounts
of armour, weaponry and routines, mechanised spiders, flying drones, turrets and more besides with guards showing up in the middle
of some levels to provide
enemy reinforcements, while
enemy boss fights include a larger spider bot, a centipede, a hover tank and more besides.
Enemy design is rather
varied as the majority
of the dozen or so
enemies have unique attacks or abilities and
vary in size, but have two things in common as they are all capable
of creeping up from anywhere even through vents or sewers and look as though they are straight out
of the most horrifying
of horror films.
By
varying the grip and control
of the Beam Katana and the timing
of their attacks, players have a wide range
of moves at their disposal to help Travis battle and defeat his
enemies.
The
enemies vary from birds to annoying frogs and are not too detailed but it interesting to note that most
of them end up being re-skinned and given more health to be «different» which really fits in with the 8 - bit art choice.
There are over 40 weapons which can be upgraded after completing the second mission as the chief engineer Minikin is capable
of upgrading the damage, accuracy, codex count, magazine size and reload speed for
varying amounts
of in - game currency referred to as credits that can be collected from areas throughout the spaceship and are randomly dropped by some
enemies too.
Each level generally feels different to play across, though gameplay doesn't
vary up too much; it's just a case
of keeping on shooting
enemies until you've cleared them all out.
Enemy design is
varied as
enemies are gradually introduced such as inhabitants
of the jungle which come in differing shapes and sizes that have been digitally corrupted, while flies will also attack Rad and Dusty with jellyfish
enemies firing barbs in all directions and water is usually electrified as a deterrent from falling into it coupled with spiky red thorns, alongside dangerous looking red
enemies that attempt to prevent Dusty from achieving his objective in the Pixelverse.
Sadly, most
of them don't
vary the gameplay beyond going from point A to B — to kill
enemies, flip a switch, or variations thereof — and can be completed in roughly four or five hours.