Level design is far more open, allowing for multiple strategies and
varying enemy AI to adapt in real time and make each encounter feel unique.
The Artificial Intelligence that powers the numerous and
varied enemies is very solid and carefully protects the rabbit targets, with reinforcements and an increase in mobility making them even more of a threat when the player is heading to the gate that ends a level.
Not exact matches
'' [The researchers»] conclusion
was that the nature of action video game play
was critical in «forcing players to simultaneously juggle a number of
varied tasks (detect new
enemies, track existing
enemies and avoid getting hurt, among others)...»
Definitions
vary according to the size of the window that constitutes life, (when it starts and stops), its quality or relative value as measured by those in power, (i.e. slaves regarded as half - people, uncharismatic mutations, the sick and aged, outsiders, outlaws,
enemies, militarily weaker populations with confiscatable possessions, those with «fates worse than death», et al), and whose lives, (responsibility for all of a wars» deaths might
be attributed to the defeated).
The
enemies vary depending on what level you
're on but it never changes the fact that you will
be dead in moments if you don't pay attention, time your hits, and move often.
The pair exhibit
varying levels of enthusiasm over having a journalist along for their tour as they have serious concerns about how their image may
be affected when William (a.k.a. «the
enemy») publishes his story.
It
's a satisfying and pleasantly difficult system, buoyed by
varied enemy attack patterns which force you to change up your strategy.
The
enemies aren't very
varied, so you will often encounter many of the same
enemies.
Enemy artwork is also surprisingly varied, and each enemy type is quirky and appea
Enemy artwork
is also surprisingly
varied, and each
enemy type is quirky and appea
enemy type
is quirky and appealing.
Even the basics of combat
are getting a bit of a refresher, with new environmental attacks and something called the «State Combo» system, which sounds like it offers more dynamic combos that
vary based on where your
enemies are and what they
're doing.
Enemies are so
varied that getting your arse kicked as you learn to defeat them
is half the fun.
The castle
is huge, the
enemies varied, and there
are plenty of weapons and abilities to unlock.
Unlike some tower defense games that seem to dole out waves of
enemies in escalating numbers or strength, Hell Warders assumes that there will
be a number of human players in the mix and so even very early waves consist of many
enemies of
varying types, with hulking mini-bosses appearing as early as the second wave.
Combat
is much sturdier and enjoyable in Disney Infinity 3.0, particularly the
varied enemies that you face and the Jedi powers at your disposal such as force pull, push and dash.
Given that, the gaming environment of Mario and Luigi: Dream Team Bros.
is quite
varied and interactive as you explore a plethora of strange places with puzzles,
enemies and other challenges that could only
be found in a Super Mario game.
Thankfully,
enemy design
is varied, and each
enemy type
is outlined in a Bestiary available in the menu.
Initially, each character
is able to build a basic defense that matches its color — and deals more damage to
enemies of the same color), but they'll get progressively more complex and
varied, as you'll start to combine items between two or more characters.
The hand drawn cartoon visuals look great, and there
is a surprising amount of different
enemy appearances which helps to
vary up the gameplay.
Every single level
is absolutely jam - packed full of secret collectibles and
varied enemy design, it
's easy to appreciate the passion Retro Studios has put into the title.
The update adds new game modes for both PvP and PvE, a new map, and significantly improves the
AI enemies, which
are now much more
varied and smarter.
While the specific objective
varies from level to level, destruction of the
enemy's castle and troops via the projectile launcher
is the primary gameplay mechanic.
Between battling massive
enemies, mastering my paragliding and shield surfing skills, and testing my accuracy with a bow, every challenge
was varied and fun.
While each bosses attacks
were varied, ranging from shooting smaller
enemies out of a giant blunderbuss to creating massive shockwaves for players to dodge, the overall strategy
is the same.
The engine used to power Project Origin
is a vastly improved and enhanced version of the one that drove F.E.A.R., the environments
are more
varied and larger,
enemy types
are broadened beyond just replicas, the already impressive A.I. has
been built upon substantially.
Visually, the game
is colorfully
varied, with pixel graphics mixed into a 3D world;
enemies will pop out of the background, launch missiles, and spin giant robots around wildly to make you explode.
The supply missions
are varied, often challenging, but usually more enjoyable than those offered by the CEO special cargo work — one had me stealthily disposing of
enemies whilst searching for the supply crate, whilst another involved stealing a tank and (in my case, because my Bunker
is so far from anything) using the sluggish Cargobob to deliver it to my facility.
As you make your way through the many sparsely lit corridors and into the those areas where all the bad guys
are waiting to pump hot lead into your ass, you can fight fire with fire with your hand gun or pick up the
varied number of weapons that said
enemies will drop as you send them on to their next life.
Gameplay: 7 While the minigames
are fun and the
enemies slightly
varied there
are a few flaws such as the repetitive boss combat and general shortness of the game, lasting only around 45 minutes to clear every stage.
These upgrades do mix up the formulaic nature of the gun - play, and their presence
is the saving grace that keeps killing
enemies, which you'll
be doing a lot of, somewhat
varied.
Ghat can pick - up guns and health and life (small flowers) that
are in levels and even has some grenades that
are available to him, so how you take out
enemies can
vary.
Played the beta and the only way I'll buy
is if they add more
enemy types and more
varied quests.
The incredibly thin roster of
enemies is disappointing given how far older games managed to deliver a more exciting line - up of
varied foes to battle against, often in just the first level, while also featuring better
AI and avoiding resorting to cheap
enemy placements to create a sense of challenge.
Totems in Dreamland
is a solid Action game providing unique gameplay mechanics yet to
be seen on Gear VR, in a beautiful world filled with plenty of
varied enemies.
The
enemies are detailed and
varied enough but some of the animations
were simplistic.
Enemies are varied and offer an interesting challenge, while the environment sees the gradual introduction of the standard platforming tropes; moving platforms, zip lines, buzz saws, switches et al..
Weapons
vary enough, feel weighty and punchy, and must
be used down to the last round due to the overwhelming advance of
enemy soldiers.
Standing in your way
are enemies of
varying difficulty, tricky platforming sections, and some rather «floaty» controls.
The character design
is rather
varied as characters
are referred to as assets as your character
is sitting in an immersion chair in full control over an asset with different assets effectively having their own loadouts including a specific weapon to begin with, unique abilities and enhancements such as Collene Deckard classed as an Assassin with a 20 % increase in critical shots to
enemies and a 10 % increase in speed who also has a Nanofiber Shadow Skin which makes the assassin practically invisible when in shadow as well as
being equipped with a burst rifle and a laser pulse.
Voice - overs
vary for each of the mercenaries as they swear when
being overrun by Zeds and communicate with team members in a serious manner to remind them of low visibility or rather humorously inform the team of their generosity when handing out some free dosh, while
enemy bosses taunt your character that your defeat
is inevitable and a female trader comments on your team's progression and instructs your team to return to the trade pod for re-supply after each wave has
been completed.
The window of damage
varies widely from
enemy to
enemy, but there
's nothing to explain a fully - powered Alis doing only 2 or 3 HP of damage to a given
enemy when uber - wuss Noah does five times as much in the same round.
Enemy design
is rather
varied as the majority of the dozen or so
enemies have unique attacks or abilities and
vary in size, but have two things in common as they
are all capable of creeping up from anywhere even through vents or sewers and look as though they
are straight out of the most horrifying of horror films.
When it comes to killing and feeling like a one person army, Hotline Miami 2
is as fun as ever, thanks the simple yet challenging combat,
varied enemy types that'll have keep players on their toes, and all new characters that change up the way you kill by offering new and cool gameplay mechanics, replacing the mask system in the first game.
The
enemies vary from birds to annoying frogs and
are not too detailed but it interesting to note that most of them end up
being re-skinned and given more health to
be «different» which really fits in with the 8 - bit art choice.
There
are over 40 weapons which can
be upgraded after completing the second mission as the chief engineer Minikin
is capable of upgrading the damage, accuracy, codex count, magazine size and reload speed for
varying amounts of in - game currency referred to as credits that can
be collected from areas throughout the spaceship and
are randomly dropped by some
enemies too.
Each level generally feels different to play across, though gameplay doesn't
vary up too much; it
's just a case of keeping on shooting
enemies until you've cleared them all out.
For us it
's important to
vary enemy look, weapons and behavior to keep combat fresh.
There
's also a diversity in the
enemies you face
be it scorpions, bats or skeletons that whilst not imaginative in design work well in gameplay with their
varying attack styles.
Enemy design
is varied as
enemies are gradually introduced such as inhabitants of the jungle which come in differing shapes and sizes that have
been digitally corrupted, while flies will also attack Rad and Dusty with jellyfish
enemies firing barbs in all directions and water
is usually electrified as a deterrent from falling into it coupled with spiky red thorns, alongside dangerous looking red
enemies that attempt to prevent Dusty from achieving his objective in the Pixelverse.
The dark gothic theme remains throughout the game, but areas and
enemies are varied very well, so it never becomes stale or boring.
Sadly, most of them don't
vary the gameplay beyond going from point A to B — to kill
enemies, flip a switch, or variations thereof — and can
be completed in roughly four or five hours.