Sentences with phrase «bigger enemies like»

You'd lose even more to the overscan of a traditional television (or Another Star «s CRT filter), and it'd even be more noticeable for big enemies like bosses.

Not exact matches

There's a huge debate in the craft world about us, all big brewers, because we're like the enemy.
Al Qaeda.and Islamic terrorist groups biggest enemy is not the US (as much as we would like to think of ourselves as that important) or even the Western World.
When Arsenal plays against smaller teams, we somehow manage to win the ball back, but playing against biger teams we play like basketball, leting the enemy attack and hope that they do nt succeed in scoring, rather then us winning the ball back.
Although I've found it very cathartic to speak, vent and end occasionally rant about all things Arsenal, we need to act carefully and intelligently right now or we're going to get played by this club even worse than at present... the pro-Wengerites and the suits, who represent a considerable proportion of the season ticket holders, don't want to believe that there is no plan and that Wenger has mailed it in for several years now or that things are going to get much worse before they get better... why would they... many have spent a considerable sum buying some of the highest priced tickets in the World... they want to have a front row seat to see something special and to be seen doing so, which simply provides ample justification for the expense and the time invested... to many of them, Wenger is the sun in their soccer universe... his awkward disposition, misplaced arrogance and his utter lack of balls makes him a rather unusual cult figure, but the cerebral narrative seemed to embolden those who already felt pretty highly of themselves... many might not even of really liked football that much before his arrival and rarely games they weren't attending... as such, they desperately believe that Wenger, and only Wenger, can supply them with their required fix... if he goes, they were wrong and that's a tough pill to swallow... they would have to admit that they were duped... they will definitely resent whoever made them feel this way, but of course it will be too late by then... so when we go overboard with ridiculous comments bordering of anarchy, it scares the shit out of them and they shift their blame towards us rather than at those who really perpetrated this act of treason... we aren't the enemy... we simply woke much earlier and the reason our comments have gotten more vile in recent years is out of utter frustration... in order for any real change to occur at this club we need to bring as many supporters as possible with us or the big money interests will fade and our ultimate objective will be lost... so it's time to focus on the head instead of the heart for now
The Raiders softened up the enemy with power running — big, hard - smacking bangers like Clemon Daniels, Mark Van Eeghen and Hewritt (Hewie the Freight) Dixon, a one - man train wreck.
But when I feel a bit down and I don't like the image that the mirror sends back to me... well in those days the denim jeans is my biggest enemy!
I like being a Big Daddy because you have a tackle ability (witch you can take out a enemy with no problem.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
The whole system also conveys a feeling of correctness when you get a big string of enemies taken down, like this is how you're supposed to be doing it.
Anarchy Reigns follows in the footsteps of classics like Power Stone, giving you lots of combo - driven attacks to clear out legions of enemies in big, open, 3D levels.
Match variations like battling many tiny Yoshis or fighting one big, iron - clad enemy still feel fresh even all these years later, and the final battle against Master Hand has seen a few tweaks that'll keep you guessing - the first few times you finish the game, at least.
McAvoy's character, Max Lewinsky, seems like the stereotypical cop with a grudge, who, according to the trailer, eventually teams up with career criminal, Sternwood (Mark Strong playing every other Mark Strong character), to take on a bigger enemy.
The companions are not invulnerable anyway, and they will be extracted automatically once severely injured in combat; at that point you can request the deployment of another companion, just like the deployment of a certain weapon or ammunition (fun fact — if you manage to hit an enemy with the deployed box, he will be knocked out, and this happens to Big Boss as well).
One of the new gameplay videos shows Kirby using his «Big Bang» power to solve puzzles and fight enemies, along with other new gameplay elements, like how motion controls will feature into the game.
There's no footage of the game's combat, unfortunately, but there's a sense of scale — it looks like the big enemies will be really damn big.
Time constraints is our enemy this week but we're powering through undaunted; just like Brian DePalma filming a big - budget picture.
Often, I feel like «Good enough is good enough» is my biggest enemy.
But the children who have only known freedom would not carry that burden, and if their freedom wasn't challenged or undermined by white people — a big if — they could follow their dreams and never know how much it saps one's spirit and hope, for a human being to be seen, thought of, and treated like an animal, or a disposable piece of property, or simply as an enemy, judged as a threat or a failure on sight alone (like today; a white man's fear and loathing can get you shot like Trayvon Martin).
Behind the scenes there is a basic rock - paper - scissors system going on that defines combat with the likes of pikemen faring better against cavalry, but in reality the enemy tends to throw big blobs of mixed units at you and the only real way to respond is doing the same, thus fights tend to be resolved by whoever has the biggest blob, or in many cases by the heroes.
I like having a lot of different enemies, but when they appear randomly and half of them are from a single game which isn't even that big, it hurts the experience IMO.
As Ghosts, the teams biggest asset is, as you would expect, their ability to ninja around the place, sneaking through enemy camps like...... well, Ghosts.
It may not seem like a big deal, but when certain enemies can only be defeated in a certain way, knowing how a combo system works and how to pull it off is absolutely key.
Give me a big update with, like, 3 new Bosses, 1 new standard enemy with the three others, two new maps, 3 new events, and it'll last me a loooong time.
On a big, soccer - like field, a huge ball of stone has to be pushed into the enemy goal with your mighty weapons.
Adapting to unpredictable terrain and enemy encroachments with your team, and constructing a big husk death assembly line around those factors feels like the natural endpoint for tower defense genre.
You can sit back and help younger players by creating floating blocks or building up power to help beat enemies, or switch roles to let young players feel like they're helping in a big way.
Yes Little Big Planet is purposefully not a carbon copy of Mario, but if you're explaining the game to someone, you might say «you can kill enemies by bouncing on their head or where ever their weakpoint is» and they might say «Oh like in a Mario game» and you're just going to confuse them by saying «It's nothing like Mario it's more like The Giana Sisters»
All new enemies include a new Big Boss, Uka Uka, N. Tropy, a menacing Dingodile and of course, the return of some favorites like N. Gin and Tiny.
Along the way, you will encounter enemies like Cheep Cheeps and Bloopers, who are reappearing again, as well as Big Berthas (who are debuting in this game).
This game is also the first appearances of the Big Koopa Troopa, which, like other giant versions of normal enemies in this game, can only be found on Giant Land, and Dry Bones, an undead version usually found in fortresses.
From big budget games like XCOM: Enemy Within and Halo Wars: Definite Edition to indies like Bard's Gold, Oddworld: New «n» Tasty, The Bug Butcher, and This War of Mine: The Little Ones, there were a ton of games that I was itching to try out.
Much like your typical RPG, elements play a big role in Metronomicon: Slay the Dance Floor — you'll always want to make sure you're dishing out attacks enemies are weak too in order to inflict maximum damage.
The only real disappointing thing about them was their appearance, with each one simply looking like a slightly bigger enemy.
Energy consumption on the bigger mecha, especially the likes of Dancouga, also mean you can't have them take on waves of enemies indefinitely.
I didn't really see this as an open world game just a big world rpg it's not like there are unlimited enemies you can fight (or are there?)
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
This continuous barrage of new enemies meets with my approval, especially while playing the game on the harder modes like Dante Must Die where big enemies that require specific attacks are mixed in with crowds of smaller enemies, creating some brilliant fights as you have to react on the fly to make sure you're hitting the right enemies with the right moves, otherwise you could find yourself in some serious trouble, like sword in the arse trouble.
This means you can quickly jump over to someone like Rubella in order to use her speedy melee attack to interrupt a big enemy.
Later on you can pick up a bazooka - like weapon which your mechanic can use to take out weaker enemies in a single hit, or to strip the armor off the bigger baddies.
Sure, you've got your usual enemies, like Rex, Big Boo or Swooper.
Every main story mission goes like this: kill enemies, progress and restock, kill more enemies, progress and restock, kill the big bad of the mission, and the mission ends.
A shared - world shooter much like Destiny, the game prides itself on using acquired weapons to defeat bigger enemies in the hopes of obtaining better weapons and improvements for your exo - suit.
Get ready to lead armies of Spartans and other Halo fighting forces like Warthogs, Scorpions and exciting new units in a brutal war against a terrifying new enemy on the biggest Halo battlefield yet.
There's also the seemingly cute, but actually terrifying, Villager from Animal Crossing, who bludgeons the opposition with household objects and stuffs enemy projectiles in his or her pocket like it's no big deal.
Aiming and commanding my son to fire arrows in a specific direction to distract a bigger enemy made me feel like some sort of a smart guy.
Some might fall off because of the amount of grinding you might need to do, and some might even be put off by the amount of enemies you encounter just going from point a. to point b. but if you are a fan of games like these you know that these things are just a small part of a much bigger picture and that picture is so well worth it when it all comes down to it.
● Battle demonic forces as basketball legend Shaquille O'Neal ● Classic side - scrolling, beat «em up action at its best ● Exclusive new rap track from the Big Diesel himself ● Topple the evil hordes with earth shattering power moves ● Transform into a diesel - powered mech suit and take out enemies like a rumbling, exhaust spewing, mechanical BOSS!
Action JRPGs like Nier: Automata and Berserk and the Band of the Hawk, both boast big weapons and cleaving through waves of enemies makes for an explosively good time.
The auto - targeting system works well, but there are times when we'd like to have manual control to take out certain enemies (like, say, big bosses or ones with resistance to our tower's elements).
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