Sentences with phrase «certain moves enemies»

Not exact matches

Only as well as being able to have your own character do things like that, via the game's start menu, the player can give orders to their units to move to certain locations, like the enemy's fort, to the aid of another unit or even to where you are on the field, just to give yourself a hand.
Of course the summons are back in the game through the only summoner in the party, Yuna... but wrong move or slacking in the development of the summons themselves can prove to be fatal, due to the fact that only certain attacks being effective to certain enemies.
Having been on the Croisette before with his debut film Un 32 août sur Terrre (Un Certain Regard), and the Directors» Fortnight was home for his epic short Next Floor and sobering Polytechnique, the Quebecois helmer saw his critically lauded Incendies and Enemy receive a pass from the fest, but it was this work that ultimately convinced backers with deep pockets to have the auteur filmmaker move onto large - scale productions (Prisoners, Story of Us, the Blade Runner sequel), and in turn Sicario is now among the hopefuls for the Palme d'Or.
Some stages will have you moving in a certain direction, influencing enemy movements that you need to kill to get a piece.
In order to move on in the game Maw has to eat a certain amount of creatures to grow large enough to consume future enemies.
- each vacuum handle is equipped with two main buttons - the top button is for charging your flashlight blast - the bottom is for sucking up ghosts - a special button located apart from the controller lets you throw a stun bomb - starts with a tutorial from Professor E. Gadd - use flashlight blasts to stun ghosts and destroy small enemies - use the vacuum to collect coins / objects nearby and suck in ghosts - on - rails FPS - when you charge your flashlight you can feel the controller's vibrations building up and die out with the flash - when you grab a ghost in your vacuum stream you feel the pull when he switches directions or break free - when you suck up coins, a mechanism inside the controller pounds the inside - game gives you options as to which room you would like to investigate next - sometimes you have to clear certain rooms before moving on
These give the player a range of attack options which sacrifice speed for power and vice versa depending on which stance has been selected; certain enemies are best handled with the swift but less powerful low stance, for example, while slower - moving bosses may be better taken down with a powerful but slow high attack.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
It can be collected by washing it off certain walls and other surfaces, by activating various level styled cogs that are used to move platforms, or by killing the multiple enemies which are strewn throughout
If you're playing alone, your team is controlled by AI that can be instructed to move to certain locations, revive members of your team, focus their attack on certain enemies, and retrieve weapons from the battlefield.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
If you've played 868 - Hack, Imbroglio will feel somewhat familiar; similar elements and mechanics link the two: randomly spawning enemies, a level layout that changes upon performing a certain action, enemies that move when you move, and so on.
The player moves in conjunction with allied soldiers rather than alone; allied soldiers will assist the player in defeating enemy soldiers and advancing however the player is given charge of completing certain objectives.
Also, in certain stages players use a character named Murfy to hold enemies back, cut ropes, move levers, and eat guacamole (seriously).
It's turn - based action, so each round you'll be given a certain amount of time to move around by crawling, jumping, swinging around on ropes and even jetpacks, pick a weapon and blow merry hell out of the enemy, or in some cases yourself or the rest of your own team.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
And as the game progresses, your party will gain further abilities to manipulate the battle — a move to pull units forward or sideways, or the power to lay traps, for example — while the enemies also up their game, some immovable, others more powerful when arranged in a certain formation.
Certain characters can use special Logia Moves for unique abilities: allowing players to burn through their enemies or even move faster than lightning!
To explain specifically, these moves can include the ability to break through certain colors of shields that enemies hold.
These cards can buff your units, hurt enemy units, move units in certain ways, manage the deck, or even earn you resources after the battle.
Most of the mechanics are interrupting enemies, activating things at specific times, moving bosses and or not standing certain places.
Along with the classic arsenal of moves, all available via the famously pinpoint control accuracy found in Mario games, Mario Odyssey introduces a new dynamic via Mario's hat, which allows him not only to attack enemies from range and collect items that are just out of reach, but also to inhabit the bodies of certain creatures in order to take advantage of their unique attributes.
A valiant warrior, much like the Paladin from Diablo II, the Crusader wields a specialized shield, and most of their skills focus around using that shield for both defense and offense, including a shield throw that bounces of multiple enemies like that of a certain star - spangled captain of note (as a side note, it can also be argued that this move was taken from the Paladin class in World of Warcraft.
The player has certain abilities (traversal being the big one), where they can move very fast, they can geta round enemies pretty quickly.
Whereas other games only allowed you to toss some meat to draw the attention of these dangerous beasts or release captive ones to deal some damage to enemies (not counting the Shangri La missions of FC4 where you could control a tiger), here players can command various predators to attack specific enemies, move to certain positions, and use some of their special abilities — like immunity to fire, stealth, scouting, and more — or ride them into battle.
There are a few for pulling off Kat's special moves and taking out a certain number of enemies, then you pop a few more for completing side quests and challenges, again like the first game.
Nevertheless, you can avoid these enemies as they follow certain patterns of movement; if you move the right way, you can avoid having to fight them even if only until you are stronger.
The combat sees Tom stand directly in front of the enemy, with the option to move left or right to avoid attacks, or block (although sometimes block does not work against certain enemies).
Only as well as being able to have your own character do things like that, via the game's start menu, the player can give orders to their units to move to certain locations, like the enemy's fort, to the aid of another unit or even to where you are on the field, just to give yourself a hand.
It's chess - like (but not a chess game) using spaceship that can only move in certain pattern to destroy enemy's spaceship, can upgrade the ships, build more ships.
All enemies have certain sounds attached to certain moves and attacks which forces the player to integrate more senses into the way they play the game.
The team - up moves from DKC2 return, with Kiddy being able to throw Dixie to great lengths and find out - of - reach secret areas, while Dixie can throw the hefty Kiddy to bulldoze enemies and break certain walls.
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
The objects in question can be used to decorate Kirby's new apartment at the player's leisure (bringing a little taste of Animal Crossing into the mix), and certain objects can be placed in other apartments in the same building to get new tenants to move in, with each new arrival providing their own series of time limit - based mini-games (like trying to find friends hiding within a stage, or defeating a set number of enemies).
Sure, at the end of the day, the game was all about getting enough resources to create a huge army that could overwhelm the enemy, but there was a certain satisfaction in seeing such an army move on the map and obliterate anything standing in its way.
As soon as you score enough points (by defeating the enemies and / or picking up the coins that also bring you points, and that appear as soon as you beat each enemy), you will clear the stage and move on, and if the score is high enough, you will have a chance to play a bonus round as well (basically, you have a certain amount of coins scattered throughout the level and there is a time limit to pick them up, so you have to aim to get as many of them as possible).
There's also The Doctor's hacking skill — hacking certain terminals starts up a minigame in which you have to move around a board without getting hit by enemies.
The space technology allows it to draw the enemy troops to a certain place making them unable to move.
Footsies: The act of constantly moving back and forth within a certain range to both bait out enemy normal attacks and land some attacks of your own.
In Battle Chasers: Nightwar, enemy health and move sets are invisible to players until a certain number of that enemy type is defeated, forcing you to familiarize yourself with each new region's creatures before you can fully develop a successful combat strategy.
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