Crashes, Bug-Using the AI, the challenges can only be mastered with happiness. It's all part of Shadow Fight. 2 A game that actually the classic beat 'em ups like Tekken, Mortal Kombat and Co brings on smartphone in its own right. When I started it I was amazed at how close it but ran comes to the old feeling with the controller in hand. Well ... my enthusiasm was soon on a damper when I had walked in the game far enough ahead to encounter ranged weapons. The first boss was not too bad. One is accustomed overpowered bosses and know it is the pattern you have to get used to. But is handled as outrageously later with the feature is simply yet boldly. Unfortunately, it is these additional features, which are particularly strong influence on the game and tilt according to the balance. That was never on the side of the player. That's good, because one wants to have a challenge. But if you will be faced with the task min. all 5s to jump in the air, but the opponent can hold a longer on the ground, even if someone tries to block. Then the balance is no longer helping. Instead here still carry a side so I would rather look at my list of criticisms. Nevertheless, it's still a great game, which unfortunately just did not realize its potential, but in favor of the moneymaking to bleed the gameplay. Who is suited to the frustration and how I see unfair conditions as greater challenge should definitely try. Without the problems but gäbs 5 stars from me.
- Crashes, stuttering, short Freezes - Ignoring button inputs - Totally inadequate Block System (Blocked automatically, but magic and ranged attacks can not be blocked if you try this dodge down / up should the timing be practically perfect Unlike the AI one can also not up / down rollers for timing of ranged attacks.. run, as they are too fast. One is to the AI umentscheidet on the defensive is what to do) - Bug-Using the AI (repetition of combos without block way to make throws immediately after rising again without action window, getting impossible through permanent use of ranged attacks, etc ...) - Additional vulnerability unrealistic / unnecessary movements - Unequal treatment of players and NPC (Situation-dependent change in the hit boxes, acceleration of an attack, hit despite evasive moves and vice versa, rarely perfect (simultaneous) would counter with minimal other timing results) - Unrealistic damage distribution (Ex. Wurfstern meets Zeh makes 30% damage, an unblocked dagger hit in the face 10-20%) - Situation-dependent irregularities (For this I count all sorts of special cases where, although an action was unfair but does not occur in the general case)