Not exact matches
How
challenging it is to even want to pray for one's
enemies rather than strike a win for justice in the battle of the moment.
(Oh I can wield every Bible verse that
challenges Calvinism like a knife, but I'd
rather not talk about how I'm actually applying the Sermon on the Mount to my life or what I really think about
enemy - love.)
It explores how our food
challenges are here to teach us,
rather than
enemies to be attacked.
How our eating
challenges can be used to powerfully fuel our personal development,
rather than have them be
enemies that are here to bring us down
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.
When it does manage to work it can perform
rather well, providing a good
challenge, but far too often the illusion was shattered when I found I could slowly pick off the
enemy has he / she / it continued to build loads of planes that were never used and make pretty patterns with them, even though they probably could have crushed me with such an impressive force.
Rather all you have to do is complete
challenges, like killing X amount of
enemies, in order to increase damage or maybe bump up the magazine size.
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.
This particular stage looks
rather challenging, with its myriad of hazards and
enemies reinforced with plenty of steel.
It seemed that the best
challenge the game could throw at me was just dumping more of the same
enemies on my head
rather than think of something new.
The
challenges feature provides you with 54
challenges to overcome ranging from killing 100
enemies in campaign mode, killing 20
enemies with one shot, killing 30
enemies within 20 seconds, killing 10,000
enemies, finding 25 secrets and even destroying 5,000 destructible items in campaign mode and much more besides, while on the road to completing the game with the
challenges feature including a
rather helpful breakdown of how close or far away you are on from achieving each
challenge.
Even the first level on the tougher difficulty setting feels near impossible, but whilst I would usually relish the intense
challenge, it's not thanks to the level design, or the
enemy placement that makes BLEED such a
challenging game — all of which are
rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
One character in particular is a pacifist of sorts, so he doesn't use guns and therefore makes it a
challenge to face gun - toting foes, and has players crawl and take on foes one by one
rather than having players play aggressively and blast through
enemies like normal.
Criminal Girls ups its length by having
enemies increase in difficulty
rather quickly instead of designing a more satisfying
challenge.
Ninja360 ° is another game in that vein, where the environments provide the
challenge rather than a sea of cookie - cutter
enemies.
Rather, I felt it was absolutely no
challenge whatsoever to play the mellow mode and have Poochy slay
enemies for me, find secrets and essentially drag me along for the adventure so to speak.
Enemies never provide much
challenge along the way and instead end up being a time consuming factor
rather than a difficult obstacle.
However, the mech fights are a lot more satisfying, and usually contain more of a legitimate
challenge rather than almost random factors, along with more creative attacks from the
enemies.
So you'll often find yourself facing wave after wave of respawning
enemies, and the game seems to think they best way to bring you down is by overwhelming you,
rather than actually
challenging you.
Play with the new Celebrimbor abilities throughout the new «Test of the Ring»
Challenge Mode with higher level
enemies (i.e., only way to get Level 30 Runes to take back to the Main Story Campaign) with the goal to Dominate
rather than kill the hierarchy
As a result, you tend to glide through combat by guzzling potions to compensate for the lumpen blocking mechanic, and even when you get to more
challenging boss encounters where
enemy healing and shielding threatens to become an issue, you can almost always progress through sheer gluttony and overkill
rather than by having to think too deeply about what sort of combat approach to take.
Stage design, for the most part, is excellent, boasting a
rather intimate structure that funnels chaotic encounters but makes sneaking into
enemy territory all the more satisfying if successful due to its
challenging execution, which greatly turns the tide of battle.
Gameplay is
rather simple, yet
challenging with the goal just to launch all of the
enemies into the air and put them into the designated portals on every level, simple enough right?
Often completely overwhelming,
enemy encounters can provide unwelcome gameplay imbalances that serve only to infuriate
rather than
challenge player ability.