Interesting creature design, a cool death cheat and playing as the full stable of bad guys just can't cancel out sluggish and disjointed combat, frustrating jumping and the feeling that I'm fighting the controls more
often than the enemies.
In fact, it will mostly likely kill you more
often than the enemies do, like with the purple lasers from the tutorial.
Not exact matches
We don't have to go any further
than Donald Trump to know that the incredibly rich
often use frivolous litigation to intimidate critics and bludgeon
enemies.
All too
often the Christian church seems far more eager to take up arms against our
enemies than we are to take up our cross and follow Jesus in dying for our
enemies.
In the Bible, the prophets denounced the evils in their own society more
often than they condemned Israel's external
enemies.
(5) Although the history of Christianity is replete with instances of the use of violence, and although this violence has
often been employed for destruction of the
enemy rather
than reconciliation, dominant Christian teaching has nevertheless encouraged respect for the human integrity and worth of all people and has viewed violence against persons as undesirable.
More
often than not we're our own worst dating
enemies.
Too
often, games are little more
than a glorified power trip, showcasing an invincible protagonist, and only cosmetic differences in how to defeat an
enemy.
More importantly and when you engage in this mode, you are made invulnerable for a few seconds and more
often than not, your
enemies will also drop some much needed health.
This continues with the
enemies - particularly the guards - who are
often found in the sea of zombies by the player honing in on their chatter rather
than through plain sight.
Starring Chris Hemsworth and Michael Shannon, it's an invigorating war action / drama that shows how modern soldiers had to relearn their craft in order to take the fight to an
enemy with a literally medieval mindset, embracing rather
than fearing death, while having to rely on new allies who were
often more interested in fighting ancient tribal grudges.
In short, the movie starts with Thor chained up in the lair of a fire demon named Surtur and ends on Asgard with Thor, his adoptive brother Loki (Tom Hiddleston), who is more
often his
enemy than his friend, an Asgardian warrior known as a Valkyrie (Tessa Thompson), and the Hulk (Mark Ruffalo) battling Thor and Loki's recently freed sister Hela (Cate Blanchett, camping it up deliciously), the Goddess of Death, whose role in Asgard's conquering of the nine other realms has been largely obliterated from the official history (this is the film's one major socio - cultural theme, and it gets a beautifully realized visualization when Hela causes a seemingly innocuous painted dome to crack open, revealing a portrait of a much darker and more violent history underneath).
You'll
often get tagged by
enemies firing from off screen, or damaged by explosions that linger longer
than they should, for example.
When you've finally gotten the full host of abilities and unit types, it
often feels like 11 bit has opted to throw hordes of
enemies in your path rather
than coming up with new unique challenges.
For those who have never blasted a beam of ice in the face of floating brain leeches before, the series follows the adventures of bounty hunter Samus Aran and her many encounters with parasitic organisms known as Metroids, who more
often than not are in constant threat of being experimented on and fashioned into biological weapons by Space Pirates: the Galactic Federation's perennial
enemies.
Then you will be presented with each level where you might have a simple objective to achieve, but more
often than not beating the level comes down to two things, (a) kill anyone that gets in your way, paying attention to the
enemy generals and (b) keep any supporting parties alive.
While cats and dogs are
often portrayed as natural
enemies, the reality is that it's usually easier introducing a cat to a dog
than to another cat.
Targeting specific
enemies is still a major headache, one that resulted in the accidental injuring of bystanders and otherwise friendly characters far more
often than I would like, thereby causing quite a few problems.
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.
Character animations are fluid (for the most part) and
enemies often die in ways other
than immediately hitting the ground like a rag doll.
Sam 3 also eases up a little on the massive hordes of
enemies that could
often make the first 2 games a little frustrating, choosing to be more thoughtful with the
enemy mixes in order to present a challenge to the player rather
than simply spamming them all, making for more enjoyable gameplay.
But again, the real problem is, your choices
often feel irrelevant and the outcomes arbitrary — you can lose (or gain) an entire vehicle from a choice in a random text box encounter,
enemies ignore your attacks and just suicide run on your MCV, and tactical creativity never seems to be more effective
than maneuvering your vehicles so that
enemies crash.
Using the whip to propel yourself into the sky, for example, can sometimes be a royal pain in the backside because there's no way of aiming it, instead you just tap the button when a white circle pops up but that can
often result in you going the wrong way, or grappling onto a flying
enemy rather
than the tree because it happened to move into range at the wrong moment.
In addition, more
often than not
enemy vehicles don't return fire, they just keep plugging away at your MCV in some kind of kamikaze attack.
While it's not controlled by a stamina system, combat still requires a keen eye for
enemy attack patterns, as you'll
often find yourself in situations where you deal far less damage to
enemies than they deal to you.
The backgrounds are well animated, and I
often found myself paying more attention to the cow in the background
than to the wave of
enemies trying to murder me.
For an
enemy, more
often than not, they would jump back incredibly far for no apparent reason or five other foes could jump in from off - screen.
In fact, the game encourages you to do more on the islands
than just race through the story missions by
often placing the next trigger point deep in unexplored
enemy territory.
However, this is
often much more difficult
than a vortex victory, and you'll probably have already gotten to the final ritual by the time you eliminate all your
enemies.
Knowing when to switch between the two pilots is
often the key to beating the game's 44 stages; it's about more
than just shooting
enemies.
I frequently lost my bearings in the maze like layout of most levels, and
often ended up in areas with
enemies much tougher
than I could handle.
More
often than not you will find yourself moving around levels defeating wave after wave
enemies and not doing much else.
While the harder modes do indeed offer harder challenges as always, I found the new
enemies caused more frustration
than enjoyment as they
often involve evading like crazy and picking moments to pull off individual attacks to take down strong opponents — with many
enemies immune to certain weapons, problematic combinations of
enemies seemed to break the flow of juggling multiple
enemies.
Running away won't help you either, as the monsters will not only continue chasing you, but more
often than not, the next room will see a completely new group of
enemies spawn.
For randomly encountered
enemies, an auto - battle feature
often takes care of baddies efficiently, while more challenging fights against bosses and FOEs,
enemies found throughout dungeons that are
often more powerful
than you, require you to use your character's skills more efficiently.
Interacting with certain items and being spotted by
enemies causes narration to stop and levels are
often much shorter
than the conversations characters have.
But it seems Sunshine didn't have as much time to receive the usual «Mario polish,» and you may find Mario getting stuck or an
enemy's animation not showing up more
often than you'd like.
For example, you need to ensure that you have plenty of time to play a level because any real - world distractions can sometimes be disastrous because more
often than not, once the
enemy is alerted to your positions, it's usually game over and you will need to start the level again.
Although you, more
often than not, are standing in the one spot, you are turning around quite
often while blasting away the
enemies.
More
often than not,
enemies simply run out into open areas and shoot until A) you've killed them or B) they've killed you.
Opening your way forward (or backward as the case may be since the game requires you to backtrack on many occasions) is more
often than not accomplished by completing the game's simple switch puzzles or by defeating all of the
enemies in an area.
More
often than not, you'll charge head first into an
enemy encampment and will slaughter everyone with little trouble.
For those who have never blasted a beam of ice in the face of floating brain leeches before, the series follows the adventures of bounty hunter Samus Aran and her many encounters with parasitic organisms known as Metroids, who more
often than not are in constant threat of being experimented on and fashioned into biological weapons by Space Pirates: the Galactic Federation's perennial
enemies.
For as much as having a Yoshi companion at your side can help you in taking out
enemies and snatch items up more quickly and effectively, they can also tend to get in your way more
often than you'd like.
Battling is
often times incredibly challenging and even frusturating (your attacks will miss more
than is justifiable), but defeating a powerful
enemy is extremely satisfying and takes all of strategy.
Being able to simply tap on
enemies in order for your armies to aim their guns in that direction is handy and you'll find yourself leaning towards that particular style of play more
often than not.
With a lot to deal with at once, and very early on, I noticed myself prioritizing
enemies, studying the arena, and dipping into my deep arsenal more
often than before.
It's a nice balance, but I do have to admit that the skill it takes to defeat some of the
enemies, and bosses, will test your gaming prowess more
often than not, but the sense of accomplishment that you will feel during your gameplay is quite rewarding indeed.
More obnoxiously,
enemy cars are
often more interested in pinning you against walls
than they are in winning the competition.
Borrowing from Shadow of the Colossus, many of the game's
enemies are considerably larger
than you and so you
often have to leap onto them during combat.