Not exact matches
This is a design choice like that worked on the Super Nintendo, but even then there was a greater variety of
enemies to
encounter in A Link to the
Past.
Wolverine makes a voyage to modern - day Japan, where he
encounters an
enemy from his
past that will impact on his future.
Move
past that basic set of elements, though, and you start to see the quirkiness that is quintessentially SEGA: old - school combat where you initiate
enemy encounters with random punks on the street JRPG - style; mini games that involve cooking noodles to the correct hardness and following the rules of the road with passengers in your taxi; and best of all, a ton of missions that just come out of left field, like helping a student cram for his exams by answering questions about physics and grammar.
Wolverine's
past takes players into the African jungle where they
encounter enemies ranging from machete wielders to statues that come to life.
There are not a lot of times you will
encounter enemies, but when you do, again you will have to figure out how to get
past these creatures.
Having to land directly on top of an
enemy fly (having to point the control stick down to do so), then immediately trying to dash to the left in the air (having to point the control stick up and to the left) and reorient yourself to stomp the next
enemy, only to be greeted by a claustrophobic
enemy encounter on the other side of a rather long chasm pushed my stress levels
past the comfort zone.
If you make it
past the Walker with your Ghost intact, you'll
encounter a new
enemy type (the sniper-esque Tracer Shank) on your way to the mission's epic final
encounter with three massive waves of Fallen, full of Scorch Captains and other assorted majors whose only objective is to gun you down.
Sometimes there's almost a puzzle element to the
encounter, where your guy squares off against 8
enemies and you have to figure out which ability they want you to use to get
past it.