Sentences with phrase «through enemy encounters»

This is fine if you want to hurry through enemy encounters, but it means you can quickly remove what little challenge there is.
In fact, with my set up of Niko, L'Arc, and Ryfia through the majority of the game (whenever Niko didn't find his way out of the party), I was easily mowing through enemy encounters in one turn — before I could even be damaged.
It's a dungeon crawler with a twist, as you're tasked with slicing your way through enemies you encounter by swiping on the screen.

Not exact matches

There seems to be a sickness of some sort spreading through the lands of Dark Souls 3, and it's having a pretty gross effect on boss encounters and regular enemies.
Throughout their journey, Caddoc and E'lara will hack and skewer their way through wave after wave of these grotesque beasties, with often quite some time between rousing boss battles and encounters with new enemy types.
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.
Escape Dead Island has a fairly liberal checkpoint system though, so I never found myself with too much time lost, and certainly not as much time lost as some of the unbalanced later encounters in the game that were only beaten through enemies getting stuck, about 45 rounds of shotgun ammo fired wildly in no certain direction, and perhaps my wife doing some kind of voodoo magic so that I would stop cursing at the TV.
Enemy encounters are constant, impeding your progress as you cautiously stalk through new environments in search of bonfires that, when lit, allow you to fast travel between areas at the cost of resetting the enemies in the area.
The add - on has Aloy on a new adventure through a frozen tundra, encountering new characters, enemies and robo - dinos.
Much like the previous entries, Far Cry 5 will see you get in the middle of some truly spectacular action sequences, stealthing through enemy territory, and encountering deadly wildlife as you do your best to survive in the open world.
It makes combat a lot less obvious to read on a purely visual basis, and you'll find yourself feeling your way through encounters without the knowledge that your character has an immediate advantage over an enemy.
Swing, leap, and shoot through lush new environments while encountering countless enemies and huge bosses throughout the island of Papagaya in this retro side - scrolling action game.
In Hard Mode, the «ranks» of enemies in the game are increased (i.e. Red Bokoblins change to Blue), and players might even encounter higher - ranking enemies they wouldn't find through normal play.
The Nemesis System actually promises to document player actions, cataloging each distinct enemy encountered, and then evolving each enemy (the ones who survive at least) to potentially become a personal archenemy through the course of the game.
After that it's on to the singleplayer guide which takes you through the main missions that make up the majority of the game, carefully taking you through each level, detailing the enemies you'll encounter, tactics and tips to beat them, where to go next and more.
They're fun, they do their job, but they can't truly contend with some of the best examples of the third - person genre, and honestly they feel a little out of place within the game's narrative — Lara doesn't feel like she's surviving in these encounters, she feels like she's thriving, blasting straight through enemies with ease which doesn't really match her portrayed demeanor very well.
When new enemies are introduced the guide will quickly run through what to expect from the encounter and how best to deal with them, although it would have been nice if they also printed the page number for the corresponding enemy in the enemies section of the book so that you could quickly flick through and study your foe in more detail.
These dungeons give the game a great replayability value, as every run through is unique, although you will get used to the «types» of enemies you will encounter.
In this highly stylized eight - bit era style game, blast your way through the environment against the strangest enemies you will ever encounter.
Supporting single or two player co-op, each play through is a different experience as players encounter randomized levels, weapons, health machines, objectives and enemies.
Here is a list of all the enemies that Link encounters as he travels through the Lakebed Temple in search of the final Fused Shadow:
Through the combination of the Exo suits, equipment pieces, weapons, and Gadgets, there are a lot of unique ways to approach enemy encounters.
The enemies you will encounter in this world are: Fire Snakes, Buzzy Beatles and even an Angry Sun that chases you through the level.
Whereas you may have encountered a fight early on, a fight you couldn't win due to your weapon and armour stash — on a second playthrough, you may encounter a chance card first and obtain a new weapon or suit of armour that now allows you to breeze through the same enemies when you eventually encounter them on your second pass.
During spacefaring encounters, you'll have to keep an eye on your shields and your positioning, using special skills to boost your attack and defense while maneuvering your ship through enemy fire.
Enemy encounters are constant, impeding your progress as you cautiously stalk through new environments in search of bonfires that, when lit, allow you to fast travel between areas at the cost of resetting the enemies in the area.
When battles become more difficult, players can choose to cooperate with up to three other players through online (ad hoc) play in the Hollow Area and create a formidable raid party to take down large groups of enemies and more challenging boss encounters.
This new trailer showcases some of the gameplay mechanics and gives us a glimpse of a few of the enemies you'll encounter during your play - through.
In Hard Mode, the «ranks» of enemies in the game are increased (i.e. Red Bokoblins change to Blue), and you may even encounter higher - ranking enemies you won't find through normal play.
If you die three times throughout the level, then it's game over — which is fine, I understand Super Comboman is presented as a nostalgic take on that genre — but when you have scraped through a level for 15 to 20 minutes only to encounter a new enemy at the climax, and the game over splash screen appears, it leaves you feeling deflated, knowing you have to start all over again.
The map size is great but just like with SPG2 I do find the long journey times (especially with the slower early - game ships) to be fairly tedious, though travelling through enemy sectors does lead to a lot of enemy encounters (not necessarily a good thing, depends on how much you like the game's combat).
Play through the story mode where you take control of B.A.R.R.I, a highly advanced Mech, designed to be the best defence against all enemies you encounter.
Though my first impression when encountering a room or building full of enemies would be to take them all out, sometimes simply slide tackling my way through, or even finding a way around the place altogether was all it took to meet the objectives.
Despite having five Pikmin types at your disposal in the main game, each one's worth and purpose is always clear and you're always able to quickly cycle through to the type you want to deploy, making for challenging yet controllable encounters with enemies.
This one is very addictive, a nod to the side scrolling shooters of old and as you progress through the campaign you will encounter many different and more difficult enemies with shields, and the world around you will shoot lasers and all sorts at you.
As such, your path through any level will be a long zigzag, broken up by directional changes, enemy encounters and roadblocks that require special items.
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.
So a good player can just pick it up, and then run through 90 % of the game avoiding almost every normal enemy encounter in sight.
As you make your way through the game, you'll encounter a variety of enemies.
Most encounters still involve whacking or blasting away at everything in sight, but the deep inventory and challenging enemies prevent gamers from ever feeling like they're just going through the motions to get to the next bit of story.
Dungeon exploration can tend to be fairly repetitive, as can combat encounters if you strive to defeat every single enemy on the field and go through the same motions over and over (most standard attack animations play out the same with minimal flair to keep things exciting).
The difficulty of the monsters you'll encounter spikes pretty dramatically as you wander the game's dungeons, and one wrong step can spell disaster for your party, as enemies seemingly call in reinforcements endlessly, and your attacks can whiff through your foes at an alarming rate which can make the game's challenge seem pretty lopsided at times.
The controls are actually where the game gets complicated and hard to explain seeing as you can use the scissors to cut through and play with the scenario and also the enemies you encounter but you also have the ability to switch heads within the game to play around with different effects the different heads comes equipped with and you can have three different heads at your disposal at any time during the game, however you can switch out heads as you find them and use the different heads to discover more heads or collectibles etc..
For me, I've found a few of the enemy encounters and puzzles to be more frustrating than fun... but none so much that I haven't pressed through them yet, and they aren't outweighing the rest of my enjoyment.
Some enemies only appear at random, though, so in order to unlock certain missions, players must grind through already - completed missions in the hope that they will encounter the right enemies.
Joined by your closest friends, you will take the wheel and experience a voyage like no other, travelling through the breath - taking world of Eos encountering larger - than - life beasts and unforgiving enemies.
The game introduces the innovative Nemesis System, through which every enemy encountered in Middle - earth: Shadow of Mordor is procedurally generated and unique to each player, from appearance, to personality type, to strengths and weaknesses, to distinct enemy missions.
As you play through the five different waves leading up to the boss encounter, you'll notice enemies spawn in greater numbers and with a sense of urgency when playing on the harder difficulties.
Blast your way through the numerous levels or hide behind it, battling the strangest enemies you will ever encounter.
Adding a Dead Space-esque dismemberment system to the mix kept combat interesting as I waded through the various enemies and larger - than - life bosses I encountered on my journey.
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