Because you don't have to make too many button presses during combat, it's possible to speed
through easy enemies this way.
Untold 2 also takes a few pages from Persona Q's book with its tweaks to the traditional turn - based battle system, including the option to enable «auto - battle,» which can make plowing
through easier enemies on floors you've already explored a breeze.
Not exact matches
If only survival was as
easy as driving a tent peg
through the head of the
enemy commander fleeing down neighboring Mount Tabor.
With an
easy approachable interface, players can go
through three - dimensional battlefields destroying the
enemies with superpowered weapons, throwing various types of grenades, using airstrike skill, and upgrading both the base and the units.
The combat is stupidly
easy and as badly designed as MC Hammer's trousers - timing kill moves or complex combos together is rendered fun - free, as you're held by the hand all the way
through by giant yellow «Y» icons that flash over an
enemy when he's ripe for a kill move.
The gameplay is
easy enough for new people to pick up and play and it is strangely gratifying to watch your horde galavant
through enemy land with ease.
By combining both Kongs together in the form of Diddy riding atop Donkey, both players can utilize various moves plow
through enemies or navigate levels even
easier using their abilities.
These characters can then be levelled up as you play
through, making it
easier to take down
enemies and face off
through the harder difficulties.
We were playing
through an early level on
easy (embarrassingly, I still died once) and Matt and Eric said that the final game would be more challenging, which we hope is true because once we started playing smarter it got a bit
easy to take out
enemies.
Combat hasn't changed even one iota, remaining incredibly
easy to slice your way
through rafts of
enemies by parrying everything and occasionally tapping A to break their defense.
To put it simply combat is cumbersome, and the only way it provides a challenge is
through the sheer number of
enemies attempting to mash you into a pulp, usually resulting in you rolling madly around the place while guzzling potions of healing and throwing ice spells about the place, because frozen
enemies take extra damage and it's an
easy piece of magic to spam.
Not only do the
enemy layouts make sneaking
through the areas quite
easy, but Lincoln also has a practically magic whistle which always makes a single guard break away from his patrol route or allies to investigate.
This enables you to rest
easy in the fact that the
enemy isn't going to start attacking you while you're cycling
through magic, trying to find what you want to use.
These displays are colour coded to present your chances of success, ranging from
Easy (Grey)
through to Danger (Red), and certain
enemies have sensory triggers that see them attack you on sight or hear your nearby footsteps.
This is fun if you have a friend with you to shoot up
enemies together, which can make running
through the levels a bit
easier.
There will be some late game events that can be tough to get
through, but for the most part, it is very
easy to just run
through around twenty
enemies as long as you are patient.
With all the stealth games in the market that tend to hold players hands
through the whole experience or dilute every sequence with non-covert action, it's
easy to forget that back in the day there were stealth games that punished players for getting caught or directly engaging
enemies.
Using the counter system remains a vital part of the game, and does still feel far to
easy thanks to the early warning symbols above
enemies heads, but flowing
through a fight only to counter two
enemies at once and slam them together is just plain brilliant.
I never actually got to take anyone down with him, one, because I had not figured out the controls yet, and two, it's not as
easy as it would seem to dash
through an
enemy and avoid lasers on the other side.
I'd also highly recommend turning off the
enemy tagging system, because being able to see targets
through walls makes an already
easy game a cake - walk.
Easier trophies include a range of communication that you can have with your team that can be earned
through natural accumulation during the story campaign such as the Friend in Need silver trophy for requesting Zussman to toss you 30 first aid kits; the I See Movement silver trophy for requesting Pierson to spot
enemies 25 times; and the Praise and Pass silver trophy for requesting Turner to toss you ammo 25 times.
You'll fight
through countless rooms,
enemies, and bosses and although it won't be
easy, it will be fun.
Although this may seem to be overwhelming at times as things do get extremely hectic, the game is fairly forgiving with the ability to maneuver
through enemy fire being fairly
easy and a generous health bar.
Easy levels and
enemies at the start, moderately difficult ones part way
through and difficult ones in the endgame and postgame.
I played
through on Uber difficulty, and while there were some difficulty spikes in a few select areas, the
enemy AI puts up a good fight most of the time — not withstanding a few moments where some baddies got stuck on one another for an
easy multi-kill.
There is a wide variety of
enemies that you'll encounter — 2013: Infected Wars this isn't — and you'll encounter quite the challenge as you progress
through the story... even if you play on
easy like me.
Out on the overmap, it was
easy enough to find the path — a gentle five - minute canter over the bodies of
enemies through a good four different environments — but in the dungeons, Dust became really valuable, highlighting the presence of levers, doors, ledges and other puzzle components.
Those familiar with Strategy RPGs should find the battle portions of Utawarerumono: Mask of Deception
easy to pick up, as it carries out your standard battle mechanics of moving within a gridlocked field, strategically placing and maneuvering your units
through the board to best take out your
enemies.
Fighting
enemies is pretty
easy, and exploring becomes quicker once you realize that 99 % of everything is shit not worth sorting
through.
The game's AI however, feels a little broken, it's difficult for your team to connect shots that otherwise would have been
easy and the
enemy can seemingly hit your team from the most outrageous of angles or
through walls.
Doubly
easy once I mastered the greatsword shoulder tackle that goes right
through enemy charge attacks.
Uther must journey
through a kingdom that was once full of alchemical and technological advances but now lays in ruins and where
enemies are always on the look out for an
easy mark.
Players can memorize the object /
enemy pattern in order to get
through the stage
easier whenever Wang gets knocked out.
For all the boasts about difficulty — and it is difficult, forcing you to actually unlock anything above «normal» — the game also welcomes newcomers or those just wanting to tear around and have fun, with the «
easy» and «very
easy» modes making it no problem to simply tear
through enemies and have a grand time doing so.
Hunt, apparently, has some type of time - altering field that allows him to send
enemies soaring slowly
through the air for
easy precision kills.
Outside of a few
enemies that are annihilated
easier with the proper materia, the attack command could get you
through the entire game.
Objectives, such as capturing an
enemy base, are even
easier to accomplish
through simply pointing your army in the right direction and setting some grunts to work.
The possibilities are potentially limitless — I recreated parts of familiar stages I was a fan of and created entirely new stages, with mad star dashes
through coins and
enemies, difficult wall - jump sections,
easy - to - miss secrets and much more.
On that mode, you can see
through buildings as well as your mission objective, chests, weapons, and
enemies, making it
easier to perform ninja kills.
Exacerbating this issue is the fact that each area you explore has far too many
enemies populating it — so while the battles are overly
easy, you will have to fight
through 10 - 15 of them before you can even get to the next area, giving it a layer of tedium that's hard to shake.
Being able to swing
through the air while shooting at
enemy grunts does not come
easy, but is so rewarding when done right.
I recommend playing it on
easy the first time
through to learn the
enemies and the mechanics.
Having now spent a not insignificant amount of time playing Fallout 4 VR it was
easy for VRFocus to storm
through three
enemies, injuring two with leg shots to prevent returned fire before attacking the third, most heavily armed, with all - out headshots.
Both information coming
through my radio and the distant chatter of
enemy soldiers were clear and
easy to follow even against the steady sound of rain and the game's low, sweeping background music.