Sentences with phrase «standard enemies»

Less than halfway through the game's 46 battles, encounters with standard enemies were essentially over before they had begun.
Standard enemy types such as ants and spiders are generally easy enough to handle.
Heck, even standard enemies can cause you plenty of problems if you're not careful.
Early bosses become more standard enemies and even start appearing in multiples in later stages.
I was still getting killed by relatively standard enemies late in the game, and it was always my fault.
While they're certainly entertaining, I didn't find them necessary for standard enemy encounters.
It's a bit of a waste to use them on standard enemies.
The 4 shot magazine would be a problem, but luckily the gun is a 1 hit kill on most standard enemies.
We then highlight a few examples of games that present female enemies as standard enemies who exist on more - or-less equal footing with their male counterparts.
Apart from the bosses (which were all genuinely fun to fight) and maybe a couple of standard enemies, every time you enter a new area a number of creatures will appear at random before bouncing around the screen in a trance like state.
Even standard enemies like Goombas pose a serious threat, and all you can do is stay out of their way.
This episode examines the general lack of female representation among standard enemies as well as in the cooperative and competitive multiplayer options of many games, and the ways -LSB-...]
Attempting to square off against even a single standard enemy who has a few levels on you is virtually impossible.
You can rip the aether off your hands at any point, just in case you need to kill standard enemies.
Give me a big update with, like, 3 new Bosses, 1 new standard enemy with the three others, two new maps, 3 new events, and it'll last me a loooong time.
The key negative that I found in my time with the game was a general sense of over-familiarity, both with the world and characters, and as you progress you see standard enemies, bosses and landscapes returning, albeit in mechanically different forms.
Standard enemies block your every move, leaving only small areas open that you have to strike in precisely and quickly before they attack you.
At some points I found standard enemies harder to defeat than some of the bosses which strangely made some of these boss fights feel as though the game was giving you a break from the main action.
The game gets you deeply involved rather quickly starting off with standard enemies without shields at first and then quickly exposing you to enemies with barriers that can only be damaged by specific Furies.
The game incorporates the now genre - standard enemy models on the overworld so you can engage or avoid to your heart's delight.
Yet each objective plays out identically, shunting you into hordes of bog - standard enemies till you're graciously given access to a boss.
If you lay off the fire button (a tough thing to do considering the screen usually has at least a dozen enemies at given time), then you'll slowly start collecting an energy ball at the front of your ship, which can absorb standard enemy fire.
When compared to the weapons at my disposal to that stage, this Spiked Club in my possession was a monster and suddenly I was one - shotting a number of your stock standard enemies.
Standard enemies trudge around, flying squids and ghosts wait to push you off precarious perches at all the wrong moments, forcing you to take to the air and trusting that you'll land again, or at least grab a ledge.
Though some boss fights, such as Bleak the snowman, end up being a little underwhelming, they are all at least more than just bigger versions of standard enemies.
Vanquish doesn't do this, the only things that do repeat are the enemies, where early boss - types might come back as a more standard enemy later in the game, but I can forgive this, as they can only program a finite number of enemies and they are used in a way that they never become tiresome.
Resident Evil 4 also managed to expand on the usual mindless zombie stereotype by giving them more intelligence and having them behave more human, but they are still only there to prevent Leon from progressing on his mission and are still treated as standard enemies.
Even standard enemies like Goombas pose a serious threat, and all you can do is stay out of their way.
This episode examines the general lack of female representation among standard enemies as well as in the cooperative and competitive multiplayer options of many games, and the ways in which, when female enemies do exist, they are often sexualized and set apart by their gender from the male enemies who are presented as the norm.
Combat system is heavily arcade and in addition to fights with standard enemies, we'll also encounter clashes with powerful bosses.
These had started to grow tiresome by 2010, and their constant appearance in boss fights and standard enemy encounters feels downright gratuitous five years later.
Aside from boss battles, the standard enemies do not have many variations in counter attacks and do not provide tactical challenges outside of their leveled damage points or health capacities.
While the standard enemy elemental strengths and weaknesses are included, it is overlayed with a simplified version of the Fire Emblem weakness tree — e.g., bow attacks hurt flying creatures.
Standard enemies can take a few rounds before falling, while more armoured targets need sustained fire to kill but don't feel stupid in the amount of damage they can take.
What lets combat down though is the lack of diversity, Stories only features five enemy types the standard Raven, shielded raven, explosive raven, as well as warlocks which offer fire attacks or support to the standard enemies.
The possessed fairy tale character bosses provide a lot more challenge than the standard enemies, and it is in fighting them that you'll lose most of your lives.
So true to Resident Evil's style on top of the standard enemy you have a ton of crazy, almost unbelievable, enemies to deal with.
The standard enemy type bumbles through the boring environments, just waiting to be shot a few times so that they can fall over.
It's fairly simple to hunt down each boss too, as the standard enemy types present throughout are rather pathetic in intelligence.
Aside from boss battles, the standard enemies do not have many variations in counter attacks and do not provide tactical challenges outside of their leveled damage points or health capacities.
The combat with the standard enemies is fairly uninteresting, as a few quick melee hits will often knock them out, so they wouldn't offer much challenge.
Boss fights, when not overly puzzly, can still wow, and even standard enemies can engage on occasion.
When they do stem from something a little more - like a girl planting a camera in a changing room - we're quickly ushered onto the next once we gather a «Fragment» by killing more standard enemies.
The enemy type never changes from Rabbids, and the standard enemies are all fairly similar without too much to distinguish them from one another.
While the standard enemy elemental strengths and weaknesses are included, it is overlayed with a simplified version of the Fire Emblem weakness tree — e.g., bow attacks hurt flying creatures.
Phantasmal needs to emphasise being detected by the standard enemies and allow for the exaggerated scare that comes from it.
Whilst working through the game you'll take down standard enemies with minimal fuss, however, when a boss battle came along they would absolutely pummel me.
Enemies Barrels — The standard enemies in the game.
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