Sentences with phrase «enemies block your every move»

Standard enemies block your every move, leaving only small areas open that you have to strike in precisely and quickly before they attack you.

Not exact matches

But the move was blocked by Lord Mandelson, an old enemy of Mr Whelan.
Kung Fu Panda 2 the video game begins where the movie leaves off, as Po and the Furious Five venture out to save kung fu from a new evil threat. Only with Kinect will Po teach players key kung fu moves and train them for impending battles against new, never - before - seen enemies, co-created by THQ and DreamWorks Animation. Utilizing Kinect, players will then seemingly transform into Po as they block, dodge, duck, punch and kick, no controller required. Onscreen, Po follows their every move as the game takes them into some new terrains and environments.
The pair will play former college enemies Katie and Lauren, who find they've moved into the same luxury apartment block but soon find it's way past what they can afford.
Equipping the bow has its downsides, of course — you can't block with it, and your success with it will largely be determined by your ability to keep your enemy at bay so you can pick them off — though that's helped by a neat new slide and dash moves.
COD and BF and Halo are mindless shooters, More COD then the rest but all you do in the campaigns is shoot guys who block you're path then move onto the next enemies in you're way then kill them, rinse and repeat then get to the end of the level.
Little Quill scrambles through this world with your help as a giant helping hand moving blocks, hindering enemies and healing her when she's hurt.
Unlike most enemies which had a distinct pattern that could be easily dealt with, the Hammer Brothers moved erratically between rows of blocks which meant that running past them was a risky proposition without a star or fire flower power - up.
Both of these require a special kind of energy to use which can be gained in a few different ways, but the primary method during combat is to perform unbroken chains of moves and block attacks, thus causing enemies to drop special orbs that you suck up.
The core mechanics are simple enough: X is your direct, heavier attack while Y offers up sweeping moves capable of hitting multiple enemies at the same time, and the left trigger takes on the role of both dodge and block.
The only thing you need to watch for is that moving too quickly attracts attention, however a quick crouched sprint into an enemy before hitting the takedown is easy abused because no soldier seems able to block your melee assault, even when they see you coming.
The remote play control scheme has been fully optimised resulting in performing a vertical attack being re-mapped to the top right of the touch screen, toggle targeting between enemies moving to the bottom right of the touch screen and sprinting when moving mapped to the bottom left of the touch screen; therefore producing a comfortable remote play experience, especially considering that the horizontal attack and blocking enemy attacks are naturally mapped to R and L respectively.
The default control scheme consisting of pressing R2 to fire a weapon; holding L2 to aim down iron sights; pressing R1 to utilise alternative fire or block; pressing L1 to throw a grenade; pressing X to jump; pressing square to reload or holding square to heal; pressing O to use or holding O to weld a door; holding triangle to enter weapon select; pressing up on the d - pad to equip healer; pressing down on the d - pad to toggle flashlight; pressing left on the d - pad for voice comms; pressing right on the d - pad to throw dosh; pressing L3 to crouch or sprint; pressing R3 to perform a melee on an enemy; changing the direction of the left analogue stick to move; changing the direction of the right analogue stick to look around your surroundings; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The major changes are that Fetch can now go through neon gas rings littered around the city in order to travel faster, she can hit enemy weak points to turn them into your allies, and she also her own super move that can wipe out a whole block in a matter of seconds.
Enemies will often block the way; these can be dispatched by moving a cursor and pressing A to fire.
Battles are more up close and personal, with Kratos needing to pick his dodging and blocking spots accordingly, throwing in rolls, parries, and finishing moves as the opportunities present themselves — while also utilizing Atreus» skill with the bow and arrow to soften up enemies.
There are new Power - Ups that help Mario get large amounts of coins, including the Gold Flower (which turns Brick Blocks and makes enemies give coins), a Gold Block, (which Mario wears on his head that gives him coins automatically just by moving), and the Gold Rings, the yellow variations of Red Rings that make enemies golden and give Mario coins for each one he defeats.
Equipping the bow has its downsides, of course — you can't block with it, and your success with it will largely be determined by your ability to keep your enemy at bay so you can pick them off — though that's helped by a neat new slide and dash moves.
You can either use vines to block enemies away from Ivy or you can use the vines to bounce Ivy up into the air and then down again to use a spin drill move to take the enemies out permanently.
But the trick here is to move around and try to anticipate your enemies» attacks, block accordingly and strike when their stamina begins to fade.
The basic strategy (use tanky characters to slow down the enemy, while healers, ranged specialists, and fast - moving characters play to their respective strengths) comes from Tactical RPGs 101, and can safely be recycled in every battle, but the details change: I might use a barricade (3) to block off a given route on the battle map, then park an arquebusier there to snipe from safety; or use Character A to stun an enemy so the injured Character B can safely slip past.
You can move through allied nodes but are blocked by enemies.
On the one hand, the remake introduces many more combos and evasive maneuvers than the original version ever had, such as blocking, back - flipping, heavy punches and kicks as well as enemy - clearing special moves.
Sound effects consist of punching, kicking, grappling and a variety of fighting moves as they are aimed, blocked or landed, crunching impacts from super moves and painful screams and groans, especially when a super move has inflicted such damage upon a character, while destructible environments are reflected when a fighter throws an object towards an enemy or a fighter is driven into a nearby object, alongside climactic cinematic music which perfectly compliments the voice - overs and sound effects.
On the defensive front, it's a mixture between holding backwards to block and countering the enemy moves with Ki absorbing Vanish manoeuvres — teleporting behind them in an instant — and such.
Mario can also float in mid-air and attack blocks and enemies by using the powerful tail swipe move.
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).
Looking at where a hero can move before attacking can help the player get into cover, potentially blocking enemies from doing damage while allowing the player to counter-attack.
The gameplay is similar among all games in the series: the player must move as in a typical platform game, defeating enemies either by jumping on them or by grabbing and throwing blocks at them.
Then it's Lakitus and Spiny Shells, Fire Flowers, Stars, One - Ups, and moving platforms; then Bullet Bills, Bloopers, and Cheep - Cheeps; HammerBros., Thwomps, fireballs, skull platforms; Monty Moles, Bob - Ombs, POW blocks, Bowser; Boos, Magikoopas, doors, vines, switches, hidden coin boxes; Wigglers, Yoshi, Clown Cars, arrows; conveyor belts, saws, paths for objects / enemies / moving platforms to follow; the list goes on.
Players get nice visual cues like light flashes at the right times to perform counter moves / parries (light attack while moving the control stick in enemy's direction), which leads to a simple block or, ideally, a block with a cool move.
Much like many older RPGs, both you and the enemies move around the maze, one block at a time.
He can move blocks to trap enemies, clear a path, or use as a shield.
It takes some real strategy to get through all 50 of Lolo's stages, knowing just where to move blocks and when to shoot enemies.
Enemies that move from side to side, the polterguys come in three different color variations, although if you press a switch they will transform into blocks that you can walk or jump on.
If you move quick enough as soon as the level loads you can avoid these hazards (though you'll most likely hit an invisible block and be killed by an enemy or fall off a cliff nonetheless), but why would you?
-- Enemies: light blocks and spikes — Safe objects: teleporter, gravity switcher, black land HOW TO PLAY — Touch and hold to move forward — Hit the wall to turn back — Avoid enemies — Try to get into the gate to complete the level Enjoy thEnemies: light blocks and spikes — Safe objects: teleporter, gravity switcher, black land HOW TO PLAY — Touch and hold to move forward — Hit the wall to turn back — Avoid enemies — Try to get into the gate to complete the level Enjoy thenemies — Try to get into the gate to complete the level Enjoy the game!
Defensively, Hector can jump, cartwheel and block to avoid enemy attacks, and some of the harder fights really force you to keep yourself moving to survive.
Lastly are the floating circle enemies that can block your attack from any diagonal position depending upon where it moves its shields (they are opposite each other).
But the most noteworthy change came in the Virtual Boy's 3D abilities, as special blocks would launch Wario into the background, where more items, enemies, and hidden goodies were placed, forcing Wario to move between the two planes if he wanted to get everything.
Results: Acting unit moves through enemy unit and continues to travel in its current direction up to three blocks.
The four abilities Ittle gains throughout her journey are all connected to this block - moving mechanic in some way: an ice wand that can freeze objects so Ittle can slide them across the room, a fire sword that can melt ice blocks, a portal block that can be placed anywhere, and a portal wand that can teleport enemies (or Ittle herself) to the portal block.
By moving the enemy graphics down one row of tiles I was able to extend that to a 4 × 6 block, giving them a little extra height to work with.
It's got more moving block snakes for whatever reason (these damn things are becoming as much of a theme in New Super Mario Bros 2 as the gold is), as well as some very interesting enemies...
But it also means that large enemies can block your view of the protagonist, and the camera will disorientingly pop to a completely different location if you move too far during a battle.
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