The battles take quite some time and while this can be normal in other RPG's, Romancing SaGa stacks
up easy enemies with hard enemies all over the map, which does hurt the pacing a bit.
Not exact matches
As Eric Reis and Steve Blank of the Lean Start -
up movement have pointed out, and as Cindy Padnos of Illuminate Ventures echoes in her column and Bo Burlingham in his,
easy access to capital can sometimes be a start -
up's worst
enemy.
I'd say uneducated, unsuccessful bitter racist white - trash fundamentalists (who are all about as sharp as a marble) are always the ones drawn to the KKK, John Birch, and fundamentalist «churches»... they're
easy to amp
up with hatred of a common
enemy... which is what you see «churches» like Westboro Blabtist do... just look at the combination of zeal and hatred in their faces when they're on the news.
A shoot -»em -
up game developed at the Centre for Intelligent Machines at McGill University in Montreal, Canada, changes the places where
enemies appear in response to where a player is looking: players have an
easy time when new
enemies pop
up near their focus of attention, but struggle when they are spawned far from where they are looking.
Those results were used to design a first - person shoot»em
up game that could choose to make
enemies appear in places where they would be either
easy or hard to see.
The combat is a chore as the
enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super
easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell
up.
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.
While it's possible to build your own turrets and upgrade them as a single player trench - mech, it's
easier to do so when each co-op player has their own money supply (picked
up after
enemies are defeated by holding down the right - bumper) to crank into upgrades.
Sometimes the game is
easy, and five minutes later you're lying dead because an
enemy hopped
up on drugs decided to attack you with a shotgun.
Easier to load in the
enemies and keep
up with performance.
It was insanely
easy to get carried away while destroying
enemy soldiers, and end
up surrounded by archers or getting killed in one hit by Lu Bu.
I found the learning curve steep, as it's
easy to get swept
up in hacking and slashing away at
enemies without realizing a base is being conquered somewhere else on the map.
The combo system helps you rack
up more XP by killing multiple
enemies at once, and this can be made much
easier by the use of certain upgrades.
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.
Don't take the game
easy, Wild Guns Reloaded can prove to be a challenging game if you can't manage to keep
up with all the difficult
enemies that are sometimes thrown at once.
It's an
easy sentiment when your
enemy is made
up of anonymous creepy crawlies from another dimension that won't accept reason, and the movie insists that becoming a soldier (and then a better soldier) improves Cage as a human being.
The game is obsessed with moving you forward, both with its imposed time limit and with the fact that it is incredibly
easy to die when facing
up against an
enemy, causing you to run past where possible.
Opting to punch an
enemy is equally
easy stuff; you count
up your total attack points, accounting for any bonuses along the way, and then pick out a target.
Slinging a top hat that freezes
enemies that bob
up and down the water definitely makes them
easier to attack.
Sorcerer's Flame (skill): a fiery explosion that deals more damage if the user's physical strength is low; God's Judgement (skill): a rather impressive thunderbolt; Dragon Kill (characteristic): greatly increases damage dealt to Dragon - type
enemies; Item Drop
Up (characteristic): greatly increases your chance of getting an item drop from
enemies, making it
easier to get specific rare items.
Features One Button Action —
easy to learn, hard to master gameplay designed to use one action button and the Directional Buttons / Left Stick for movement Mambo Multiplayer — roughhouse
up to four of your friends /
enemies in 25 stages of «Mambo» Flimsy Architecture — breakable environment for reactive gameplay Loser Rail — the feature designed to give you a second chance, for those of you not good enough to win Solo Mode — 70 + Singleplayer stages designed to test your might Survival Mode — Survive the endless waves of Personal - Space invaders as they try and breach your personal space Play with
up to four players on one Nintendo Switch ™ system Colour Accessibility — Enhance player visibility, by editing a palette of player colours that best suit you More updates to come!
Killing
enemies and completing story missions is the
easiest way to do this, and if you're stuck, complete the game's many planetary activities (such as Lost Sectors, Public Events) until it goes
up.
It's simple,
easy to understand, and continues to build off it with interesting power
ups and a decent range of humorous
enemies...
When I started the game on normal,
enemy encounters were laughably
easy, so I decided to bump it
up to Hard for more of a challenge and better rewards.
You're stacked
up against an army of
easy cannon - fodder, with a few trickier baddies that require you to ink on your feet (
enemies that are invulnerable from the front etc.).
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.
The game's core gunplay is
easy to pick
up — you simply lock - in to
enemies and shoot them, with both rapid fire as well as more powerful charged shots.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random
enemy encounters go
up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too
easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
couple with the gear for a 65 % chance to heal on execute and
easier executions: One charge means you can then execute normal
enemies and fill
up some health
The combat is a chore as the
enemies have hitboxes larger than your dodge rolls meaning you will get hit EVERY TIME, the weapons are about as useful as a toothpick against a sword unless you're playing on super
easy mode, the story is an illogical mess with some interesting world building mechanics, the characters are about as deep as a kiddy pool in a hotel resort, and the main character never shuts the hell
up.
It is also very
easy to melee attack, providing the player with great combos of driving
up on
enemies, and while transforming to robot quickly performing a melee attack.
The controls on the whole are quite
easy to pick
up, simply look at the
enemy you want to shoot at, and shoot.
During my quest for revenge I found it
easy to set my differences with my
enemies aside to take
up the life of an avid pool shark, and traded in my brass knuckles for chrome rims as I became Fukuoka's Drift King while on a secret mission to crush a local gang of hoods with my racing prowess.
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.
With the
easy to access weapon wheel for your powers you can seamlessly light
up your sword with fire or shock - wave nearby
enemies amidst the heat of battle.
All in all these add
up to a Sniper Rifle that is ridiculously
easy to handle and can reveal a lot about your
enemy.
As of now, these AI - controlled
enemies will only show
up in
easier game modes.
Ori and the Blind Forest's combat is a little limited, with
enemies that have patterns that are
easy to learn and deal with, with the developers ramping
up the difficulty by simply putting more of them on the screen or by making it hard to target and take them out.
It doesn't make things any
easier though, as in return for more than one player being on - board, the
enemy count is ramped
up massively.
The closer the
enemies approach the edge of the stage, the
easier it is to aim at them and defeat them, but also the
easier it is to mess
up and have them get you.
If you are looking for challenging gameplay with different
enemies and different puzzles then this is not your game at all, however if you are looking for something
easy to just pick
up and play for a few minutes or hours then go right ahead and try it out.
You start off on some short,
easy levels (each is about 50 seconds on average), but quickly progress
up to break neck speeds with boosting, warping, tougher
enemies, and more obstacles.
Colbjorn plows into combat with heavy, club - like short swords, knocking back
enemies with melee attacks and lining them
up for
easy kills.
For the cons of Blood Wake, some missions are extremely challenging and backing boats
up is not an
easy task in tight areas or when you're surrounded by
enemies.
-- It is much
easier to hit multiple
enemies with a cleave than by lining
up a piercing attack.
It's important that they got this right, because there's a lot to consider at once here: marking
enemies in nearby settlements using the binoculars, switching to first - person aim with a gun and sneaking
up behind soldiers to interrogate them all feel really
easy to pull off.
Swinging a rock into an
enemy tank to have it bounce into two more and set
up a third for another
easy strike does feel oddly satisfying.
Everything in the game leading
up to the bosses are not all that complicated, the puzzles should be somewhat
easy at most times and the
enemies you encounter shouldn't give you too much frustration, however once you encounter the boss the entire game difficulty changes radically and the size of the bosses also helps put the overall difficulty in perspective.
It's mostly usable on basic
enemies and mini bosses, the attacks are
easy to pull off as far as action commands go and Kamek will usually only show
up in story focused levels (like ones with bosses in them).
These can change things
up to make BLEED 2 even harder with near impossible bosses, or
easier with infinite health, as well as giving options for tiny bullets or showing
enemy hit boxes amongst other things.