Throughout each level are hidden weapons, a shot gun or machine gun, and can be a huge aid when
enemies number get a bit high.
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)...»
They call me the King of Darkness, when I offer you no pain Why would they label me heartless, when your love is my cocaine And your soul is my Rogaine, I have a thirst to know your brain When you enter my domain
got ta take this
number for your name But you don't have to drink cyanide, I'm gonna be right by ya side If we
got ta take that riot ride, on the
enemy and defy your side Fight for the place we're building, for the reproduction of more children Trying to
get that
number back around 6 billion, I'm gonna rule until then Founded this colony like a pilgrim, anybody try to penetrate this section or threaten we KILL THEM
[The] report served the time - tested purpose: Whenever the system is in crisis (or shows signs of becoming transformed); whenever blacks
get restless (or show strength); whenever whites in significant
numbers show signs of coming together with blacks to confront their mutual problems (or
enemies), the trick is to shift the focus from the real struggle for political and economic empowerment to black «crime,» degeneracy, pathology, and — in Moynihan's innovative twist — the «deterioration» of the black family.
What I
got out of it to some degree, though I am sure it can be read and interpreted in a
number of ways, is: do your duty, wipe out the
enemy, the soul is recycled anyhow, don't worry.
Wenger being the
number one
enemy for Arsenal is
got to be the most stupid comment in ages.
Torres had become
enemy number one, turned his back when the going
got tough.
Media kingpin Rupert Murdoch has
got the word out to hundreds of journalists: John Liu is public
enemy number one, but not everyone is listening.
Any
number of thrillers or action movies should convince us that the first and most important stratagem in defeating an
enemy is
getting inside his fortress or camp.
Military communication: Military communication, the transmission of information from reconnaissance and other units in contact with the
enemy and the means Studies show that a lack of communication is the
number one reason couples
get divorced.
-RRB-, is public
enemy number one whilst Metro Man
gets a 50 - storey tall statue of him erected in the city square.
In this first 2011 edition of High Definition Matters, I've
got 12 reviews for you: The American, Mesrine Part 1: Killer Instinct, Mesrine Part 2: Public
Enemy Number 1 (all from Alliance in Canada), The Social Network (from Sony); Red (from eOne in Canada, Summit in the U.S.); Secretariat (from Disney); Knight and Day (from Fox); Army of Shadows (from Criterion); Raging Bull: 30th Anniversary Edition (from MGM); Case 39 (from Paramount); Ray (from Universal) and The Town (from Warner Bros.).
It's
got daily challenges, it's
got social spaces shared between players, and it's even
got little
numbers that pop out of
enemies when you damage them.
But while it is a lengthy process trying to complete each and every level, since S Ranking them all often requires you
getting 2,000 kills on the levels where a specific
number of defeated
enemies isn't stated, but History Mode is worthwhile nonetheless.
For example, in History Mode, to
get her to appear a second time can require you to do things like capturing a certain
number of keeps, killing specific
enemies before any of your allies
get injured, whereas in Story Mode, you could be tasked with doing one of the things I've mentioned, but also have to do it when playing a mission on Hard or even Lunatic mode.
You can chain attacks together to
get absurdly
numbered combo's as you wade through waves of
enemies, building towards your Musou attacks that can clear entire waves with a single attack.
I can't even count the
number of times that I died by being too bold and trying to take on a group of two or three
enemy samurai, only to
get my Ki drained and my face smashed into the ground.
Enemies are a bit dumb, lurching or charging towards West in an attempt to mob him, which means they are rarely dangerous in small
numbers, but
get a few together and things
get more hectic.
You are confined to a large grid set on the backdrop of space, with
enemies that drastically
get stronger as the game progresses as well as advance in
numbers.
Players accept a mission,
get dropped into an arena alongside a few of their buddies, and then take on a powerful boss
enemy or bludgeon a
number of smaller minions to death before being allowed to head home.
Boil them alive: Players can dispatch their
enemies in a
number of ways, but the game soon
gets boring
Fundamentally, new design work was applied just to
enemies, offered in a good
number and with a good amount of peculiarities to be quite remarkable once you
get through the «oh my, zombies again...» thing.
Many encounters are the right level of difficulty, but when there are a large
number for
enemies — usually once per level — things can
get quite out of hand and you will regularly end up being sent back to the last checkpoint.
Few jurisdictions have passed significant voucher and tax - credit legislation, and most have hedged charter laws with one or another of a multiplicity of provisos — that charters are limited in
number, can only be authorized by school districts (their natural
enemies), can not enroll more than a fixed
number of students,
get less money per pupil than district - run schools, and so on.
Again, it's hard not to feel disappointed that all your hard work brokering alliances, fighting the
enemy and making harsh decisions simply
gets turned into a lifeless
number that represents how well you'll do in the finale.
This glitch involves
getting enemies to shoot a certain
number of arrows, which can eventually cause all kinds of item and inventory issues, as well as some problems with Link's menu model as well.
Is anyone else
getting slightly tired of games that try to guilt - trip and otherwise punish players over the whole «fighting large
numbers of
enemies» thing?
- level cap raised from 130 to 150 - adds a new weapon skill: God Vessel (allows you to raise the attack power of a regular weapon to the same level as a Hero's unique weapon), available via a random drop - adds new Blessings - Speed Blessing, Luck Blessing: increase Speed / Luck - Healing Blessing: allows all units to automatically recover some HP, little by little - Transport Blessing: increases the amount of materials you can earn from drops - Master Blessing: increase the
number, level, quality, and
number of skills, of weapons earned via drops - Ordinary Materials Blessing: makes it easier to
get ordinary / common materials from drops - Infernal Blessing: raises the level of all
enemies to Lvl.
Still, it's not a perfect experience as there are a good
number of glitches that I encountered in my time with the multiplayer, such as randomly floating into the air, unable to move, invincible
enemies and the occasional foe who would
get trapped in parts of the environment resulting my team having to stumble around the map looking for him, the cheeky bugger.
It sounds touch clumsy when written, and truthfully I think it could have been executed more smoothly, but the point is morale cards can have a
number of effects on the battle, from the
enemy simply recieving a panic token that can be spent to negate a modifier all the way up to an entire tray of models
getting removed to simulate them running from the battlefield.
Players can
get medals for destroying a given
number of
enemies, not
getting hit, or rescuing operatives from the battlefield.
The co-op Blitz mode is challenging but a lot of fun and it scales the
enemies to the
number of people playing so you still have to work together when you
get 4 people in a room.
Use attract ability and avoid
getting killed by large
number of
enemies.
You can even select the challenge — beat them all without any weapons, without killing any
enemies, with a certain
number of lives, without dying at all, or without even
getting seen once!
For example, Nintendo has increased the
number of times one can
get hit by an
enemy, Donkey Kong and Diddy Kong now how 3 hearts each instead of 2 allowing the player to take up to 5
enemy hits.
- 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
And to be sure, the sheer
number of
enemies and clogged exits will make it increasingly difficult for you to blast your way out and
get dead, but I still struggled with why I should be concerned with blasting my way out.
* Games like Borderlands or Fallout, but without all of that RPG stuff
getting in the way * Bandits, mutants, buggies, and BFGs * Extensive, well - paced shootouts with a
number of creative options for dispatching your
enemies
Once again the game mechanics just make it not fun to play, and I continually died around the 3 minute mark due to a ridiculous
number of
enemies getting thrown at me.
As things
get more chaotic it also becomes mandatory to upgrade your towers in order to defeat bigger
numbers of stronger
enemies.
The goal is to
get your arbitrary light
number higher so
enemies hit less hard.
Another area later on forces you to go quite a distance through a large
number of
enemies and then fight one of the hardest bosses in the game just to
get to the next bonfire.
The development of Phantasy Star was already underway when I
got hired, so I was only able to help a little bit, and of the many
enemies in Phantasy Star, only a small
number were my designs.
I can't even count the
number of times that I died by being too bold and trying to take on a group of two or three
enemy samurai, only to
get my Ki drained and my face smashed into the ground.
Their AI's
get higher while the
number of
enemies you run into increases.
If you
get an ambush card, a specific
number of monster cards are drawn and represent the
enemies that show up in the encounter.
Based on the
number of
enemies felled and the score earned, you'll
get more experience to make future levels easier as the challenge increases.
The goals on these maps range from defeating all
enemies (a certain
number of
enemies total),
getting to a designated point at the end, or escorting another character that can't attack to the end.
Transistor is a short game which is for the best as it starts to say goodbye just as things verge on overstaying their welcome but for those who worry about value for money there are challenge modes (speed trials, efficiency trials where you
get a limited
number of moves to wipe out the
enemy and a wave survival mode) and a NG + to keep you going back.
Not much is explained at first, only that the Guardians are the last front versus a terrible
enemy, a large planet / orb called the Traveler is behind the forces of light and Ghosts, and that a
number of dangerous alien races are out to
get said Guardians.