Sentences with phrase «through boss fights»

One trick at your disposal is that by evolving, you restore your HP and horn durability; one way to make it through some boss fights is to repeatedly purchase a cheap upgrade (like alternating between short and long necks) whenever you are close to death.
Enjoy groundbreaking, intuitive gameplay as you guide this eyeball - eating creature through boss fights and challenges and outrun Dr. Phluffâ $ ™ s acid attacks.
Boss Rush will see players battling through boss fights consecutively in a challenging gauntlet.
You can tackle challenges to attempt a level in a specific time, or to go through boss fights in a boss rush mode.
We're hoping Ryu summoned it via Ninpo and it's fighting for him, as we'd really hate to go through a boss fight with it.
Some of the latter bosses are particularly unfair in this regard, forcing players to gain 3 - 5 levels above what the enemies are at just to get through the boss fight with a sliver of life remaining.

Not exact matches

That's exactly what two Canadian brothers did with «Cuphead,» a beautiful 2D game where you play as the eponymous Cuphead as he fights through boss after boss, while amazing orchestral music rises and falls appropriately in the background.
And with Giroud and Welbeck both doing well and fighting for the centre forward role, I can not see the boss playing Theo through the middle either.
For most of the game, you will be either fighting through enemies or playing interactive cinematics during some of the game's many, many spectacular boss battles.
In the video, I go through the game's three soundtrack options, mess around with the first weapon, and fight a small - time boss!
You run, jump, and fight your way through a series of levels until you reach the final boss.
There are four differently themed zones for players to fight through, with each one concluding in a brutal boss fight.
The only truly challenging encounters are the special boss fights — and often then the challenge is staying focused through a seemingly interminable slug-fest with an enemy whose stamina bar depletes far too slowly.
Between enjoyable mini-games and epic boss fights, you'll find yourself regularly running back and forth through mostly linear towns while performing monotonous fetch quests and the like.
I spent somewhere between six and seven hours working my way through the game's story mode, slogging through chaotic battles, fighting predictable bosses (wait until they're vulnerable, hit, repeat) and fretting over puzzles that couldn't be solved until I came back through with different characters in Free Play mode.
I realised I can change my strategy completely, so instead of fighting each and every enemy in a level meticulously, I started to run through levels, to arrive fully equipped and healthy for the boss.
Developed by Gamesoft, Clockwork is a time - bending puzzle - platformer that will have you exploring the mysterious past of the city while manipulating time and fighting for your life through cryptic levels and nail biting boss battles.
Also when you're not brawling through the levels, you also have the boss fights, which are just fantastic.
I might swing through it again on a harder difficulty level, as the default difficulty isn't too harsh, it's definitely a lot more forgiving than Alan Wake, but still manages to feel «fair» up until that final boss fight.
As the game progresses through thematic environments and hilarious and challenging boss fights, players get points to spend on speed, defense, power and magic attributes via leveling up.
Of the six stages available for co-op play, one of them is considered a boss rush, meaning players can fight through as many bosses as they can using this new control style.
These fights play out much like adventuring through the main level, but with a boss either holed up in a certain area or using a high powered gatling gun.
Great boss fights — There are a few boss fights that stand out through the campaign forcing players to search for creative ways to handle these confrontations.
Right, because new maps, game modes, and stories are totally less different than playing through remixed levels and fighting the same bosses in Super Luigi U...
The first problem is that the entire boss fights are done through quick time events.
As you defeat each boss, you will be able to power up your abilities and learn a new attack or two to make it easier for you to go through the other boss fights.
But then, I only found out, I can actually speedrun through most of Old Yharnam, so it wouldn't take me ages each time just to get to this boss I want to fight (again).
At first glance, Crawl looks like your average dungeon crawler where a single player must fight their way through a series of rooms, defeating a horde of enemies on their way to a final boss.
Getting through the bosses was no big deal, but the fight against Rock Monster drove me absolutely crazy.
In Story Mode, you play through each of the party and duel boards, before fighting in a boss battle at the end.
You'll use a boat to move from one island to another, there are bombs and arrows to collect (fire one through flame to create fire arrows), smash ceramic pots, cut tufts of grass with the sword to reveal coins, fight patterned - based bosses found at the end of environmentally themed dungeons, and a spinning sword attack.
There's also an endless mode which allows you to play through short randomly generated levels then fight a random boss.
HarmoKnight is an action packed rhythm game where you use Tempo's Music Note Staff to beat drums, crash cymbals, and smack enemies through more than 50 levels with unique boss fights.
You had to get through two entire dungeons just to fight the boss with no resupply points.
As the world's cutest pink ball, your goal is to travel through different themed stages, collecting items, clearing enemies and fighting bosses at the end of each stage.
I expected to burn through the game in a couple hours, but I almost felt like it progressively got better with the level design and boss fights.
My main issue with the game was it was pretty difficult at first, but then seemed to get easier the longer it went on, mainly because you earn a bunch of extra lives and then when you die, your sub-ammo (missiles and crap) gets refilled so I'd use that to my advantage and cheese my way through some of the boss fights, where I'd spam my missiles and then die on purpose to refill them and then spam some more.
What this fun setup boils down to in terms of mechanics is a pretty standard to - down shooter / brawler where you blast and punch your way through the supremely boring environments of Hell at the behest of Beezle, fighting hordes of regular ghouls and creeps, as well as plenty of bosses that need a solid kicking.
A variety of evolving rule sets and mechanics force players to think strategically about how to line up the perfect shot through each stage, whether it's solving puzzles or fighting bosses.
Furthermore Preludes states that game was still going through major work mere weeks before it went Gold: «A large action set piece near the Haytham boss fight was entirely cut ~ 2 weeks before we went gold.
The goal is to progress through a series of six regular fights, as indicated by the crossed swords on the board, and then defeat the Lich who acts as a boss monster of sorts.
In this two - in - one adventure, players explore five exotic worlds, fight a variety of opponents, and venture through more than 30 levels, including nearly a dozen hidden levels while taking on outrageous world - ending bosses.
Like in those games, you progress through the game as you travel around the World Map, encountering random battles out in the wilderness, going to shops for information and equipment and magic, and roaming through dungeons to encounter boss fights and find key pieces of story information.
While the game suggests there is some kind of plot, this is never covered in - game - you simply run through the battles, fight the last boss (which has no explanation), and then whoever gets the last blow on the boss gets a rather story un-related ending consisting of a couple of bits of artwork and text, usually with cameos from various other Capcom / Marvel characters in unusual situations.
But if you want to practice a particular seed to figure out how to fight certain enemies or bosses, or to figure out how to properly play through to get certain things, perhaps to experiment with optional aspects, you can do that too.
The story is now split up between you making dialogue choices during the boss fight and travelling back in time, through your memories as you relive the events which impact you in the present.
Not only are these skills the key for significantly - higher amounts of damage to bosses, but they're useful to use in random encounters since you can use the lower - cost skills and regain most, if not all of those skill bars by the next fight, making fighting your way through dungeons easier to manage than just wasting skills and doing physical attacks until your next Healing / Save Point.
Fighting through the final dungeon wasn't simply the last step in reaching the boss, it was your party's chance to showcase a mad display of power as a result of having totally cleared out the toughest areas the game had to offer and emerging victorious.
You can just about grind through to the first boss fight, if you're lucky.
(Home Consoles Only)- Fight your way through 100 floors of a massive Secret Royal Dungeon, avoiding treacherous hazards and defeating menacing enemies and bosses from the Adventure Time show!
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