Sentences with phrase «enemies on screen at»

It's important to point out the game does suffer from occasional frame rate issues in situations where there are a lot of enemies on screen at once.
As such, it is the most combat - intensive Zelda game thus far, with hordes of enemies on the screen at once.
There has been some loose evolution in that course of time, but it's mostly technologically driven, with newer systems allowing for more enemies on the screen at once or for more vibrant locations.
Killzone Shadow Fall can handle twenty - four enemies on screen at once, anymore than that and the frame rate would start to drop.
All of the animations are fluid, and the game can handle a lot of enemies on screen at once.
This allows for a lot of enemies on the screen at once, and if you're not careful they'll overwhelm you.
The action never falters in the slightest, even with dozens of enemies on the screen at once.
«We've also utilised the improved performance of the engine to bring more enemies on screen at once, so players will contend with a lot more stuff happening in this game.»
Another thing that is impressive, is seeing the amount of enemies on the screen at once.
The game is essentially a beat - em - up sidescroller, with multiple enemies on screen at once.
That being said, the visuals may have had to have been sacrificed in order to fit so many enemies on the screen at the same time.
We had to slow it down and work together in order to survive by for example picking each other up, throwing the other player and combining our special moves together that would wipe out all enemies on the screen at one.
While it's not as photorealistic as DriveClub, the sheer amount of particles, colours, lasers and enemies on screen at once is enough to dilate your pupils.
I've experienced my share of multiple deaths simply because of a small closed off space with a many traps and enemies on the screen at once, and the checkpoint system after each loss adds to a serious chunk of progression lost between stages.
When there are many enemies on screen at the same time, it's frustrating to die because of a technical issue.
This will give players the ability to fly around freely with their character and battle tons of enemies on screen at a time on the ground and in the sky.
The combat rarely becomes as crazy as say Dynasty Warriors, with usually only around 10 enemies on the screen at one time.
1000's of enemies on screen at one time using none of the main RAM.
If they can maintain a smooth framerate with the full quota of enemies on screen at once.
There has been some loose evolution in that course of time, but it's mostly technologically driven, with newer systems allowing for more enemies on the screen at once or for more vibrant locations.
With all the enemies on screen at one time it was obvious why the frame rate would struggle in the previous installments.
Chances are performance during these battles will be similar to Hyrule Warriors Legends running on a New 3DS, with fewer enemies on screen at once compared to its big console brethren.
The enemies were even animated when they attacked, although they could only ever manage to fit a single enemy on the screen at a time.

Not exact matches

The work - in - progress is now going to be screened at the Tribeca Film Festival on April 24, when New York audiences will be able to see him, bathed in Gibney's shadowy lighting, talking about many of his innermost secrets — including his list of top enemies: Ken Langone, Joe Bruno, Roger Stone (all of whom appear in the video — as does Spitzer's «go - to» call girl «Angelina»).
Tommy Lee Jones (yes, the wig is supposed to look silly) explodes on screen as Thaddeus Stevens, a lifelong abolitionist who spits righteous, hilarious fire at his hateful enemies.
the graphics are really quite bad, enemies appear to be superimposed on to the landscape at times and there are many areas where the screen literally tears in half horizontally as you turn the camera.
It takes a great deal of trickery to make such a farfetched premise fly, so credit director Tony Scott (Spy Game, Enemy of the State) for keeping the action and drama moving at a brisk enough pace to keep out minds engaged more in the events as they unfold on the screen, only realizing that, in the end, it doesn't quite hold up to close analysis.
On the bottom screen, Samus can even leave her Morph Ball form and shoot at enemies by using the stylus on the touch - screeOn the bottom screen, Samus can even leave her Morph Ball form and shoot at enemies by using the stylus on the touch - screeon the touch - screen.
Enemy encounters don't happen while dungeon crawling unless you step on a title with an enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to Enemy encounters don't happen while dungeon crawling unless you step on a title with an enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to save.
In its default «Quality» mode — which runs at 1080p / 30 fps docked — the game ticks along nicely, with impressive visual effects and loads of enemies on - screen at any one time.
I've always held a firm belief that Warriors games work best on the most capable and powerful platform they're released on — why play Samurai Warriors 4 on PS3 or Vita, when the PS4 version looks better, performs better, and with hundreds of enemy characters being rendered on screen all at once?
The amount of enemies that are thrown at you at one time seem incredibly extreme and I was fighting most of my battles blind just using my crowd control attacks to clear up some space on my screen.
When the players are separated, it takes a a few moments for the enemies to appear on screen, and when the players are too close together there was a slowdown when several things were going on at once.
The fighting moves quickly and there's an impressive amount of enemy bodies portrayed on the screen at any given time.
You'll be able to see on the screen which enemies around the map your current character will fare well against in battle, and who puts you at a disadvantage.
It has recently had a new event added known as tap battle which is a rhythm game that has you put your four preferred heroes against a wave of endless enemies that you have to defeat at the right moment by tapping on the screen accordingly.
Up to 6 enemies can be on the screen at once.
And while a light and heavy attack allowed Zelda to fight through the enemies without much threat, big hordes of moblins, and there were several dozen on screen heading for her at almost all times, were better handled with a few different types of special attacks.
Unfortunately, on - screen objects are so fluid that it can be hard to see individual objects at times, such as when there are objects or enemies jumping back and forth between the background.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat on a static screen where you see the enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly on screen.
It was 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 could show wrong owner of the flag • Fixed a problem where the capture progress bar was showed 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 friendlies 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.
Combat here is largely in real - time with your group of up to four heroes having a maximum of three special skills mapped to their little sections of the screen at any given time, but you can also access these by holding a key while hovering over an enemy or friendly to bring up a contextual radial menu that will display defensive abilities or offensive ones based on what the cursor is above.
You see, the NES had a problem displaying a large number of sprites on screen at once, and would often glitch, causing enemies to disappear or reappear at will.
Worse, the frame - rate should be a rock solid 60 frames per second but is instead 30 at its best, dipping far below that when there are tons of enemies on screen getting murdered by a bevy of your attacks.
For instance, because the environments are so dark and so much happens on the screen at once, I would constantly lose the exact location of my character and would often take damage from enemies because I couldn't find myself on - screen.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few enemies on - screen at a time.
On one level the enemy that were supposed to be fleeing from some vehicles as you called in a jet to dispose of them simple didn't appear on the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guarOn one level the enemy that were supposed to be fleeing from some vehicles as you called in a jet to dispose of them simple didn't appear on the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guaron the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guard.
Once you've done everything you can on your turn you click the button on the bottom right of the screen and proceed to let the enemy have their go at it.
Attack of the Earthlings is a game that really grows on you; flavor dialogue, weird loading screens, and even the weird way the robotic Mr. Motivatio shouts «encouragement» at the office workers or the human drones waving their arms like crazy to distract the normal humans all work together to flesh out the enemy characters and story in a hilarious way.
The only thing that gave me pause was the amount of enemies that are on the screen at once in the battle areas.
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