Sentences with phrase «time combat just»

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.
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