When attacks are visually pleasing it makes fighting
the same type of enemy a little less boring and monotonous, watching them explode into shards of ice or just simply die from a stab wound is rather satisfying.
This is the same character using the same (one - hit) move against
the same type of enemy and crits are ignored.
If I wasn't a Gundam fan, Gundam Reborn would have gotten boring fast since the main gameplay is very shallow - you're just constantly fighting through wave after wave of
the same type of enemy and it can get old pretty quickly.
Rolf is your main and an all - around powerhouse, Rudo has one of the strongest attacks in the game, Anna's slashers can hit multiples of
the same type of enemy at once, and Amy is the only significant healer (Nei and Rolf have healing powers, but they're limited).
You will often spend a lot of time looking at the same screen and fighting
the same types of enemies, and the remarkably catchy music goes a long way in increasing your enjoyment of the game.
Not exact matches
Most quests follow the
same format
of kill a bunch
of certain
types of enemies then return to the person who gave you the quest.
Cheers, i'm fed up
of shooting the
same enemy type.
Nice graphics boring gameplay killing few thousands
of already dead guys isn't very fun.I like the weapons trough they are the
same from the original painkiller just under other skin with some new additions.The backdraw
of the game: The long, very long.excruciating long loading time almost 10 minutes.The only thing that might make you wana play the
same level again is the tarot card you get after finishing a level.I like the boss battles but in rest is pretty boring just the locations are varied.The
enemies are not 40
types how it might look but just 4
types.They all want the
same and do the
same.tones
of insignificant AI which comes in front and try to crack open youre skull.I got one!!!
Missions try and change things up, such as adding ambushes, different
enemy types, and other challenges, but you'll still end up in many
of the
same arenas fighting the
same Aragami.
I really adored Black's commentary on the Mandarin as the
same type of Othered, Orientalized figure that cable news teaches you to fear — the amalgamated puddle
of everything «not American» that leads the public to have a specific
enemy to rally against.
Also, some larger
enemies have auras around them that negate a certain
type of spell, but if a player stands in those areas, they will receive the
same resistance.
Different
enemy types help to keep things a little more interesting, some
of which can turn invisible or others that require you to use your wrist - blaster to take out their shield, but even they can't entirely combat the repetitive feel
of inputting the
same string
of commands over and over.
The combat is enjoyable enough to cover the four to five hours
of game time, but by the end you will be starting to tire
of crushing the
same enemy types over and over.
There are essentially three
enemy types that present three ways
of fighting; standard countering, disarming (which works the
same way as countering, just when you don't have a weapon equipped), and dodging, then attack.
Daily challenges, leaderboards and a slow injection
of new
enemy types all try to help keep you playing, but again they all come down to doing the
same things over and over.
There's a distinct lack
of variety in the missions, the few objective
type modes are all incredibly similar, your race and knockout modes are exactly the
same albeit with a competitor knocked out after each lap, your delivery and assassination modes are basically the
same with different targets, and every mode has
enemies you can bash anyway so even the race modes feel the
same, the only unique mode is one where you have to evade the cops, simple and normally a menial task.
Given how many
of the
same enemy types you will see throughout the campaign, watching them run at you the
same way every time gets a little old.
Each stage effectively plays the
same, with variation
of enemy types and amount.
Having seen this in action I can say that every game from here on in could use this great tool to make your respawns play differently since every spawn changes the
type of enemies in play, the timing
of their appearance and additionally their locations so that each encounter although in the
same battleground feels a little different.
The game has hundreds
of enemy mobile suits
of the
same type on the screen at one time during battles and sometimes this can cause a bit
of noticeable slowdown, but it never did detract much from the experience for me.
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.
As for regular
enemy attacks they're handled exactly the
same as player's attacks, the exception being that certain foes have multiple
types of assault that they can use, so to find out which one a die is rolled.
As you progress you'll quickly realise that you're annihilating the
same three
enemy types over and over, with the only real change being the boss battles at the end
of each stage.
There are also some pretty cool easter eggs within the game, And last but not least there are different
types of endings which adds to the replay - ability
of the game most run «n guns just have the
same endings but with a harder mode with more
enemies but this game has all
of that covered with the four different difficulties which dose vary the amount
of damage per
enemy and the amount there are within the levels.
Each playthrough — despite containing the
same types of rooms — always has a fresh feel to it, and with a wide range
of enemies continuing to
With its primordial
type atmosphere, the developers
of Gears
of War have managed to make the series quite emotional and nerve racking at the
same as you attempt dispose
of your
enemies with as much deadly force as possible.
Each playthrough — despite containing the
same types of rooms — always has a fresh feel to it, and with a wide range
of enemies continuing to grow in variety as you progress through the pyramids, there is more than enough to keep you coming back for one more go.
This is the
same in each pyramid, with the only real differences between each being the fresh
enemy types that appear and the general artistic design
of the rooms and the traps they hou
While fighting the plethora
of enemy types never gets old, being asked to do the
same kind
of mission over and over again does.
It's a good thing too, because even with keys that modify the length
of the dungeon or
types of enemies you encounter, you only ever go to the
same seven places.
The combat, while containing the
same enemy types that we've become familiar with by now, does its best to keep things fresh with escort elements and a few other surprises, while the investigation portions present a new
type of Mass Effect gameplay that expands upon the ME lore.
It also results in a rather disappointingly limited assortment
of environments and
enemy types, making it hard to feel like you aren't just doing the
same thing over and over again.
A big factor is that every encounter plays out more or less the
same way regardless
of enemy type.
The
same comedy is still present this time around as one
of the
types of enemies you will face off against are killer penguins.
The ongoing tug
of war between players and their opponents for territory keeps the game from getting stale as players zip from area to area demolishing
enemies and using flashy moves, but it does get a bit boring after hacking and slashing against the
same enemy types countless
of times.
You will be fighting a lot
of the
same enemy types, for example 6th graders but the fine tunable combat abilities make up for that.
But for the most part, dungeons consist
of the
same few
enemy types and layouts.
You can learn the strengths and weaknesses
of characters by investing in intelligence and perception, or by fighting the
same enemy type often.
There are plenty
of enemy types but there's far too many
of the
same three or four
of them.
If you have played the New Order, you will immediately recognise a few weapons and
enemy types as predecessors
of the
same.
Flying a helicopter over an
enemy base, then all parachuting out at the
same time in a frantic death - from - above assault, is the
type of chaotic antics that make co-op and sandbox open - world games so enjoyable.
While there are a number
of enemy types thrown at you the longer you play, most
of the time you'll be fighting the
same set
of enemies over and over ad nauseam.
Once a spot is unlocked a talent can't be removed, but you can always swap the
same type, so you can swap your earth resistance for fire resistance anytime or give yourself a boost to your magic defense instead
of physical defense if you're going up against a powerful
enemy who primarily uses magic.
There are different
types of enemies (4
of them, in total), and each
of them is beaten in a little different way, but the basic premise is the
same.
Though it can be argued that both games naturally include an easiest method to kill
enemy X, this method is going to be different in Zelda based on the
type of player because no one player is going to be the
same.
With changing conditions due to a plethora
of enemy types, no match is bound to be the
same.