Sentences with phrase «random enemy encounters»

While you can run away from random enemy encounters, I would've preferred seeing enemies roaming around on the map so I could avoid them better.
The reason I mention that this feels like an RPG is because, while the elements of your traditional RPG are there, with random enemy encounters and turn - based combat.
There are no random enemy encounters, but with the amount of forced battles you will fight in succession, it's actually far worse at times.
The sweeping narrative grabbed thousands of gamers and made it easy to ignore the game's mindless random enemy encounters, sometimes - confusing plot and clunky, unfulfilling gameplay.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
Travel on the overhead world map remains a dull experience, too, as there's still no random enemy encounters.
Etrian Odyssey IV works on a random enemy encounter model, with a gauge to help estimate when an enemy is likely to interrupt you, so the game expects the player to use the map - making system to chart out a dungeon in the least amount of steps possible.

Not exact matches

Way back in 2013, the 2001 PlayStation game Dragon Warrior 7 got an extensive Nintendo 3DS remake in Japan that upgraded the entire game from 2D to 3D, added a ton of new content, and updated the battle system to feature visible enemy encounters rather than random encounters.
As you progress, you unlock new areas to explore, as well as the abilities needed to fully explore them, dotted with random encounters with enemies.
There are no random encounters either, so you can avoid as much of it as possible if you want by evading enemies.
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.
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.
A quintessential RPG from Square Enix Explore a massive, beautifully designed world Battle 250 + different monsters designed by famed artist Akira Toriyama Travel, win turn - based battles, earn items, manage them, and grow stronger No random encounters — watch as enemies roam and chase you on the field!
This isn't necessarily a bad thing, however, as the lack of random encounters means the game's leveling system and enemy difficulty must be tuned well.
The only negative is that the game uses random encounters; every few steps an invisible enemy attacks and you are pulled from the field to an arena to do battle.
These can include treasure dash levels which allow you to grab as much treasure in a level as you can before reaching the end of it, or even random rival encounters with enemies who aren't members of The Order of no Quarter.
Firstly, the girls you encounter aren't random nameless characters, but come from a roster of well over 60 girls in the game, spanning all 3 years of high school as well as a handful of teachers and staff, and you'll repeatedly encounter each of them as enemies.
Fortunately, micro-transactions are no longer a thing in Asdivine Hearts, so all of the currency you need for the special in - menu Shop can be obtained from special enemies during random encounters.
Monsters fill Lemuria, but unlike the random encounters of early «Final Fantasy» and «Pokemon» games, «Child of Light» presents enemies that players can see and sometimes avoid.
Helpful NPC's will offer quests that can be undertaken and completed for XP rewards, or players can simply explore, engage in random encounters with enemy Grineer, and even participate in mini-games like fishing.
The game would have been better served with specifically crafted enemy encounters, rather than random horde rushes.
The random nature of enemy encounters made firefights more chaotic, and gave an added element of challenge to the myriad battles you'd fight throughout the game.
Enemies actually appear in the third person segments, meaning no random encounters.
upon entering a fight (by bumping into an enemy on screen — no random encounters here) you are placed into an «arena» type situation — a small section which is decorated in the same textures of the place you are currently in.
In stark contrast to the random encounters prevalent in most traditional role playing games, hack and slash action games are littered with enemies that pose an immediate threat the moment you enter a new screen or area.
If random encounters aren't to your liking, you can purchase equipment that will cause enemies to avoid you, although walking right up to them will still trigger a fight.
It was also the first to be initially released for a handheld game console, and the first to feature spawning of enemies, rather than random encounters.
Also, enemies can be seen on the map (and in dungeons), which means there are no random encounters to worry about while exploring.
To start, there are no random encounters — instead, you see the enemy on the screen, but you are rarely able to avoid confrontation.
Instead of random encounters, running into an enemy in the world triggers a battle reminiscent of Grandia, in which the player takes turns controlling 2 party members against a group of up to 3 enemies.
The Bad: The Brave & Default system that is so good in boss encounters turns out to be incredibly broken in random encounters with most random encounters being possible to beat in a single turn, often without the enemy taking any moves at all.
There are no random encounters, when an enemy sees you, it will run towards the character to attack and the battle will commence.
Some enemies only appear at random, though, so in order to unlock certain missions, players must grind through already - completed missions in the hope that they will encounter the right enemies.
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.
If SEGA is concerned that the overzealous random battles in the Dreamcast original wouldn't sit well with gamers today, they could opt to base the HD release on the Nintendo GameCube version — Skies of Arcadia: Legends, which featured less enemy encounters and quicker battles.
This means that Wakka has a chance of petrifying enemies with a single hit, which can be used to deal with most of the random encounters in the game, as you will still get Ability Points from turning monsters to stone.
The 3DS version includes many enhancements and new features, including two new playable characters, an alternate ending, and visible encounters (that is, enemies appear on the field instead of in random encounters).
Another major alteration sees random encounters reduced to purely an annoyance at sea — when trekking about an area on foot, enemies show up on the world map to give you an idea of what you can expect to fight, should you elect to throw down.
Better yet, it's so slickly done that this rarely feels laborious; random encounters might occasionally draw a weary sigh — and if necessary, they can be turned off completely — but multiplying your attacks lets you slap down low - level enemies with a satisfying wallop.
Enemy encounters were random like in Dragon Warrior, but the battle system itself was designed as a top - down turn - based tactical fight similar to the tactical RPG genre we have today.
Keeping with Dragon Quest IX, random encounters are gone, and enemies are now visible on the field.
In the game, players could travel around maps and encounter enemies that initiate a battle sequence, much like random encounters in older Final Fantasy titles.
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.
Enemy encounters in Dragon Quest Swords are not random.
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