Sentences with phrase «random encounter»

As the party traverses the landscape and various dungeons, they will be forced to fight (or, if they choose, flee from) enemies based on a «random encounter» system.
Another interesting aspect Rockstar Games introduced into the game that was unique compared to Rockstar Games previous releases was the random encounter incidents.
The characters (you can control most of the members of your group, but only one at a time) aren't particularly interesting and the story progression missions are fairly bland, but it's the things that happen outside of that — a random encounter with a zombie horde when you're low on ammo and health and miles from home that you barely escape from alive, for instance — that linger longest in the memory.
The version I'm playing has the ability to turn these off, or if you are grinding up the frequency so you don't have to walk so far, but you don't get any experience if you turn them off and if you aren't grinding why on earth would you want a random encounter every other step.
The battle system starts once you run into a random encounter which as times seems frequent when trying to explore.
Even those who still love the idea of the random encounter are tired of going to a completely different screen to start a battle.
As you explored, you would know a random encounter was coming because an exclamation mark would appear over the character's head.
The upshot to this is that battles move along very quickly, which helps given the high random encounter rates.
Combat is a random encounter and turn - based affair as one would expect from the genre, however, it adds an interesting mechanic of distance in which you can order characters to get within or out of melee range.
If your party falls in a random encounter, there is no real penalty.
However, that eerie battle theme you hear in every random encounter is bound to get on your nerves after awhile.
But not the one thing that actually took up the most time — the random encounter battles.
Of course, this is not what the random encounter of a JRPG offers.
There is thus nothing to disguise the fact that the game is random encounter after random encounter, with the occasional boss.
The random encounter rate is high in some places and low in others, but in general I'd say it's medium - high.
A radar on the top left corner of your screen indicates how close you are to a random encounter.
You can adjust the random encounter rate on the fly, from double all the way down to none, and there's no penalty for this other than missing out on battle experience.
It's mildly frustrating occasionally — I can't count the number of times I got into a random encounter with trash mobs, auto - battled, missed at least once, and then had both enemies curb - stomp one of my demons — but it's made the game a lot more tense.
But there are problems the controls in this version is really bad because the control can't be fixed, the random encounter rate is incredibly high, I barely ever knew where to go, and the characters seem to have barely any health for most of the game.
All of the great features players know and love from Breath of Death VII: The Beginning have returned — fast - paced gameplay, combo system, random encounter limits, branching LV - Ups, and more!
Otherwise, the player will see a prompt pop - up in the lower left of the screen to show that a random encounter has occurred.
Each song perfectly encapsulates the emotion of each fight, whether it's an exciting random encounter, a silly dating -» battle» with a friend, or an intense final battle to the death.
Most of its challenge is delivered via boring tests of endurance, like dungeons full of dead ends, tedious fights for shitty rewards, and high random encounter rates.
Being able to adjust random encounter rate feels like a bandage trying to cover up deeper design flaws like making sure that battles are engaging & properly paced out.
The game also gives the player control over things like random encounter frequency to allow them to fine - tune the game to fit their own playstyle.
The random encounter rate is obscenely high.
i.e. if you have seen the zombies random encounter you don't get the horror challenge again if you happen to bump into more zombies later on
Originally a Dreamcast game, Sega ported it to the GameCube along with a few extra features and a toned down random encounter rate that vastly improved the experience.
The battle system is your standard random encounter, turn based RPG.
Unless you're severely underleveled or start a fight in critical condition, you're never in any danger from a random encounter.
And your time is exponentially wasted because every step you take isn't just wasted travel time, it's a chance for a random encounter to occur at every mistaken step!
«If I get to level 30, I can unlock this spell, and that'll let me wipe a random encounter in two turns instead of three, and therefore...» etc..
However, the random encounter battles are incredibly frequent sometimes, and the constant shift in music from exploration, to encounter, to battle, time and time again can start to grate on your ears.
As you walk along, you might hit a «random encounter», which will gradually fade infront of you with an alerting piece of music.
I also like the thrill of finally finding a grotto with metal king slimes, having that visual there was more satisfying than if you had to see them suddenly appear after a random encounter.
Few will deny that the random encounter JRPG has gone stale, but implementing these two options is a big step in making the antiquated and now - borderline - painful system enjoyable again.
Most of the time, ship upgrades do come in the form of a random encounter based on the player's choices.
Battles move along at a nice pace, and the only time they really get in the way of having fun is when you must stop every five minutes for a random encounter.
You might get destroyed and try to retreat only for a Gate to open on the exact location you're standing and suck you into some other realm before a random encounter within the deranged realm leaves you pretty much screwed.
In what was a random encounter at small town theater audition, Tommy Wiseau (James Franco) met impressionable young actor Greg Sestero (Dave Franco).
The random encounter rate isn't that high thankfully, though the battle system is pretty fast for this type of game and load times are swift throughout.
The lone bright spot for her occurs when a random encounter with a charming police officer evolves into a flirtation that both excites and scares her.
Edited with what appears to be a dulled pair of scissors, Roseanne's Nuts unfolds like a random encounter with an unpleasant family.
The random encounter rate is far too high to enjoy this game
The random encounter rate is far too high to enjoy this game at all, where you literally take 2 steps between each fight.
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In fact, some friends who have had successes with such sites would go as far as to claim that such sites are indeed much safer than a random encounter in a 1 bar.
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In fact, some friends who have had successes with such sites would go as far as to claim that such sites are so much safer than a random encounter in a singles bar.
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