Being a 17 - year old RPG, it's not surprising that there are random battles - my beef with the battle system is that its real -
time combat just feels clunky.
Not exact matches
Yet
just as we see a cross-party consensus over the need to
combat «modern day slavery», so we see another consensus, this
time all over the news, over the need for more restrictions on the right of migrants to work.
The news conference will come at an action - packed
time for the President,
just days after he helped launch direct Middle East peace talks and gave a prime -
time Oval Office address on the end of
combat operations in Iraq, as well as falling less than two months before a critical midterm election where Democrats» majorities in the House and Senate are on the ropes largely because of the nation's economic uncertainty.
To
combat the 20 + minutes of groggy drowsiness I typically feel after
just waking up — during which
time I used to sort of wander around aimlessly in search of food or the will to live — I pop my wireless headphones on and turn on a workout playlist while I get ready.
The rest of the
time is spent exploring (only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing
combat again) some terribly badly designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs game on the Spectrum 128K had way, way better level design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the
combat is
just so useless.
It becomes repetitive way too soon,
combat is flawed, rolling most of the
time will be useless, throwing knifes do more damage than arrows (and won't consume stamina) making bows
just trash.
The art is good, the
combat is spectacular, and I can't count the number of
times I told myself «
just ONE more floor...» This game would tempt me at $ 20 - 30.
This is not to say the
combat is lackluster, it can be incredibly fun and challenging to master if you have the
time, but
just like most fighting games, it can also suffer from the abuse of button mashing.
The game's battles are also still
just as fun, mixing a level of MMORPG-esque automation and partner AI with real -
time combat techniques for whomever your current main character is.
Just like its predecessors on the Wii and Wii U, Xenoblade Chronicles 2 has a unique
combat system involving swords, arts, and
timed attacks.
Here's
just a little bit more of Super Monday Night
Combat, the recently announced, free - to - play sort - of - sequel to Uber Entertainment's Xbox 360 and PC game that (this
time) draws a lot more influence from DotA - style gameplay.
In the demo, players will begin their journey as a Warrior, Mage or Ranger, and level up their character while gathering resources, crafting powerful weapons and armor and casting spells to defeat monsters in real -
time combat as they explore
just one of many expansive islands available in the full game.
This
time we're looking at some of the enemy behavior and graphic effects, as well as
just how intense the
combat can get.
And while series fans will be used to Yakuza games including multiple minigames for more serious
time - wasting, like the ability to manage a hostess bar, Yakuza 6 has gone nuts, adding not
just a complete army recruitment / tactical
combat system for gang warfare, but a baseball management game as well.
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Just kidding, I do have one gripe: The CGI - heavy fight scenes lost me at
times — Coogler's direction was much better with the film's hand - to - hand
combat, à la Creed.
Platinum's own Bayonetta is the obvious influence for the
combat system, featuring both a slow - mo ability — triggered by evading
just at the right
time — and the means of chaining attacks so that enemies can be struck in quick succession.
Google has been working to reduce the clutter in our inboxes for some
time and has
just announced a sizeable update to Gmail, both on the web and on mobile, to further
combat the problem.
And they refill automatically, so there's no reason to not
just blast out arrows at all
times during
combat.
These are great moments, but Rocksteady
just go to far with it at
times, and drone
combat... it's
just dull.
Hello,
just a thing, the objetives and war score system that you describe has been in paradox's games for a long
time now, even the
combat system is a paradox's classic.
The lack of depth in the gameplay can at
times be frustrating, but there is also something to be said for the focus on spectacle: the close - ups during
combat, the brilliant animations and look of ferocity on Monkey's face all contribute to the fact that Enslaved really does look and feel amazing in action, even while you're wishing there was
just a little more to it all.
Even now I jump back into it from
time to
time just to experience the solid
combat and beautiful soundtrack.
Its
combat isn't that great, its driving isn't that great and it doesn't look that great, either, but that doesn't matter because Saints Row is
just pure fun to play thanks to some truly wacky mission designs, bonkers characters and a sense of humour so depraved and, at
times, vulgar that it should be illegal.
-- New World Thugs data recorder has been fixed to always work regardless of your level — Old Friends, Old Swords: Added failsafe to fix situations where the mission does not advance — Project Aegis, Part 1: Set the turrets to disable 15 seconds after
combat has been complete — Project Aegis, Part 1: Fixed the issue where some enemies were spawning without using a spawn vehicle — Increased the
times and locations of the emergency necessary to fulfill the «Svushinnira:
Just Business» contract — Lowered the minimum level required to gain access to Contracts from 250 to 175 — Removed one of the runners from the Mount Tam crash site to improve driving paths — Vehicle stats will no longer show up as zero in the vendor buy screen — Weapons that require an EGO Rating of less than 250 have been added to Faction vendors — Lowered the minimum level requirement for the Soleptor Excavation co-op map to 100 — Lowered the minimum level requirement for the Island of Lost Soldiers to 150 — Lowered the minimum level requirement for the Scrapworks Salvage to 225
Yes, it's all
just timing based in a simplistic
combat system, but when you have to perfectly execute moves to advance it became more fun for me and the simplistic
combat was welcomed, for it was difficult enough without needing more complexity to it.
Like Josh points out, on the design side, as well, we can really get the player into a mood: so yeah, there's still
times we'll push the player into a very intimate
combat space — if we want to layer on extra pressure for an escape sequence or something — it
just gives us a wider variety of trees, density, variety, foliage, background environments and how vivid and detailed they are... it gives us all that to play with.»
Fuse Rife is great for close
combat if you can get the
timing down or
just beat them with your fist / ki / knife.
The
combat is
just bad at
times.
Especially when you spend quite some
time just running away in your huge
combat robot.
I'm not opposed to gaming sessions in which I
just spend
time grinding (I've been hooked on some MMOs in the past), but Bravely Default's options to speed up
combat, skip animations and even change encounter rates made the grinding experience the most painless and pleasant I've had.
Most of the
time, you'll
just avoid
combat all together, but it's nice to have the option to put some of these baddies on ice if you want to (and at
times you'll have to).
And of course, as mentioned earlier, the shooting mechanics is still as enjoyable as it ever was so the
combat never get repetitive and it is one of the few games out there that I actually take the
time out to pop off nearby enemies heading to a mission
just because the
combat feels so damn good.
And besides seeing
just how well the game holds up after several years in all major ways (art style, soundtrack, gameplay, and story), what really struck me this
time is
just how fast
combat is.
I understand the appeal of real -
time combat; I love Skyrim and The Witcher
just as much as anybody, but nothing truly compares to expertly crafted and perfectly paced turn - based RPGs.
I do think that by the end of the game I was actually
just spamming my abilities over actual fighting, which I think was a failure of the
combat design, but also may be an issue gleaned from the fact that I was way overleveled by the
time I entered the final area.
I guess I
just wish more
time were dedicated to throwing some unexpected wrinkles into the
combat situations.
Bravely Default doesn't need to waste your
time for
combat that interesting, it
just can't think of any other way to do it, which you may forgive.
At
times you would much rather
just go to an overhead view, drag and select your fleet, and click the enemies, rather than try to figure out how to send your navy and squadrons into
combat.
It began with 2003's Sands of
Time; and while Sands of
Time is (unfortunately) plagued by a rather shallow
combat system, its unparalleled level design, platforming mechanics, and atmosphere set it apart as not
just one of the best action - adventures ever made — but one of the best videogames, period.
Boat story
time was my favorite part of the game along with
just taking in the immersive visual backdrops, imo its more like an interconnected hub world where everything looks and feel much grander in scale then it really is and its done very well in that aspect GOW is essentially to different games at the same
time, a great storytelling quiet
time with rich lore on the one side and brutal precise hard hitting
combat on the other, mixed up with perfect pacing and a couple of epic cliffhangers at the endd
I can't stress
just how good the weapons and
combat feels here; every gun has a satisfying noise that suggests a hole in space has
just been ripped open every
time you pull the trigger, and enemies can be dismembered 22 different ways, including a pleasingly squelchy headshot.
As Two Brothers is
just as much an Action game as it is a Role Playing game,
combat and
time based action puzzles are very important to the games mechanics.
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).
If you
just want to stroll around town you can easily do that as well but you are bound to run into thugs that will quickly challenge you and test your might, but luckily the
combat is really entertaining and never got repetitive in the crazy amount of battles I got in during my
time with the game.
Combat is fast and offers an upgradable combo system that makes it about more than
just mashing the buttons, though if you're properly equipped and have spent your skill points in a complimentary way, mashing the buttons works pretty well around 95 percent of the
time.
Some areas can be found
just by toddling off - screen for a bit, but others can be nail - biting, teasing Shovel Knight in a trying courses of
combat and well -
timed dashing trials.
Just when you think all is lost, you discover the precious gold armlet and finally have the power to
combat the wearer of the silver band... but can you stop them in
time?
, and while Techland's style of melee
combat isn't especially interesting to me, I understand its particular brand — it's
just too bad it still feels sluggish, like I'm moving through water most of the
time.
If you take the
time to learn how to fully utilise the tactical mode, or you
just love micro-managing things, then the
combat may work out better for yourself than it did for me.