Sentences with phrase «enemies on screen doing»

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»).
Of course, superfans of the fourth wall - breaking Marvel Comics character will be delighted to see Ryan Reynolds» Merc with a Mouth back on the big screen, slicing up baddies and roasting everyone from his enemies (this time around it's futuristic soldier Cable) to his frenemies (Hugh Jackman's Wolverine) to his own studio, 20th Century Fox, just as he did in 2016's surprise smash «Deadpool.»
Runs smoothly on performance mode, but it does dip into the high 40s occasionally when there is many enemies on screen.
The HUD is also done well; despite the amount of information on screen (such as enemy markings, objectives, and environmental cues), the HUD never felt cluttered or overwhelming.
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.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
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.
This happens whenever there are too many enemies in an area to all fit on the screen; so the game simply does not show them nor allow you to kill them.
Finally there's a screen - in - screen mechanic in place that can be set up to do things like let you watch the other side of a planet so that you don't constantly have to pan round to keep an eye on enemy movements.
But I find it actually easier to just let the auto - aiming feature do its work; most of the enemies are very agile to move from one side of the screen to the other, and focusing on one direction can sometimes be a bad decision.
That dodgy dodge which doesn't always cancel out of a current animation is a huge problem for me personally, because if you're going to chuck loads of enemies and projectiles on the screen then I need a dodge button that's going to drop everything as soon as it's pressed to get me out of trouble.
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.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
Im a PS3 owner and I do nt thk INFAMOUS is that good either... I mean its okay, but after seeing soo many PROTOTYPE vids, the violence, gore, variety, power, upgrade system, unbelivable amounts of freedom, amount of enemies on screens, explosions, massive destruction, f * bombs, DEVASTATORS.
Also, the sound effects themselves don't appear to be utilising the PSVR 3D sound fully — I have my headphones connected to the PSVR and yet I can't make out where the enemies are on the screen when they scream.
There were a few times when there were a lot of enemies on the screen that I noticed a drop in frame - rate, and a few times when objects in the game did not work as expected, but this did not ruin the overall experience for me.
The music has a unique knack of fitting everything you do on - screen, from battling enemies, entering a new elemental or swap zone, or even just standing there.
The lock - on system begins to go crazy when too many enemies clutter the screen and don't you dare lock - on a flying enemy, because you will never see them as the camera twirls about.
As in Destiny, damage numbers will flash on the screen above the heads of enemies after shooting them, allowing you to see how much damage you are doing.
The game has hundreds of enemy mobile suits of the same type on the screen at one time during battles and sometimes this can cause a bit of noticeable slowdown, but it never did detract much from the experience for me.
With literally hundreds of enemies littered across the screen at any given time, it's a wonder the performance doesn't really dip, so we have to give it Marvelous for really putting a lot of attention on how the game runs and plays.
- 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
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.
I think it's more a matter of personal taste really, but I get the impression that this title was focused more on efficient running, tighter gameplay and getting as many enemies on - screen at once — there do seem to be more than ever before.
Pressing X will make Shu attack the enemy on screen, which, if done at the right time, can garner you a back attack or a first strike.
If you knock all the enemies on screen down you are able to do an All out Attack with all of your characters, dealing massive damage.
→ Tap on the screen to jump → Press longer to jump higher → Do not run into enemies or red objects like spikes → Jump on enemies to destroy them → After destroying them, tap to double - jump → Destroy special blocks by jumping against them from...
The game does seem to suffer from a bit of slowdown when ridiculous numbers of enemies are on - screen, but this is relatively rare, and hardly an annoyance.
This doesn't make the game easy, mind you, but it does mean that you can see all upcoming obstacles and enemy projectiles from anywhere on screen.
The game's «visibility» meter — in the form of an eye at the bottom left - hand corner of the screen which opens wider when you are in a more brightly lit area — also doesn't seem to have much effect on how enemy soldiers will notice you: I've been crouched up against cover in near - total darkness and the A.I. has spotted me through the wall; but I've stood out in the open, right underneath a lamppost, and they haven't seen me when they're just standing across the road.
Highlights include a black and white city landscape which invites you to smash buildings as they pop up beneath you whilst fighting off waves of planes doing their best to take you down, and a game that puts you on a circling platform with the ability to destroy various enemies that populate the screen by slinging shots at them from your arms.
The game does have a storyline, but it's very loosely tied to the action on screen; this I was told is a gameplay choice, as they wanted it to be possible for the player to just jump into a level and beat the crap out of a few enemies.
When using your melee weapons you can lock - on to enemies using the Left trigger — this will prove useful as the camera can be erratic at times, although the lock - on does fail at times when things on the screen get a bit too hectic or if things move to quick.
Another example, and one of the more frustrating one is later on in the game you are set with defending a base, don't worry I don't put spoilers in my reviews, from hordes of enemies trying to destroy certain objects that you need to defend, and it is one of the worst missions in the game simply because the game mechanics kept fighting against me with everything it got, but after quite some time, and numerous retries I finally managed to complete the first 4 or 5 parts of the mission, and the game had me then racing up a mountain chasing a plane which I then had to try and get onto, which again, is fine, but when the game freezes up on me and blue screens and puts me back to the dashboard, only to have me reboot the game and starting that mission all over again, that was almost the last straw for me.
This simple change in gameplay not only raises the potential for a huge score but also adds to the chaos when 10 or so enemies are on the screen and you're doing your best not to get hit.
Overall the game is pretty well done, however there can be a major drop in frame rate as more enemies and particle effects appear on the screen, this is very apparent on the later stages and on the world 2 menu which is accessible after beating each stage.
Besides action game regulars like health packs and a temporary force shield, there are lots of secondary weapons too: The Power Line, a vertical flash that departs from the hero to the left and right, grenades that do massive damage to everything on screen when they hit walls or enemies, and mines that can be released while ducking.
You'll need to bring your twitch reflexes, or know the game inside out to do this, as survivors will pop on screen for a second or two, and you need to kill the enemies attacking them before they die.
One bar brawl gave both players a bottle with which to take a cheap shot and do 1 damage to a random enemy on the screen.
The demo didn't have rooms with large numbers of enemies on the screen, so it can't be said that the game looks lag - free, but it's certainly better than the original version, which had lag that was absolutely appalling.
If players hold their fingers on the screen for a few seconds before firing, the shot does greater damage, which is useful when attacking stronger enemies.
In order to do this simply avoid the boss until the 120 second timer has run - out; after which the eclipse will end, and you will be tasked with destroying all enemies on screen.
Movement is easily done by clicking a location on screen, jumping by flicking up on Ryu, ranged weapons by clicking enemies and attacking with the sword by drawing lines through them.
Those do exist, but there are also times where you have a beat - em - up with multiple enemies or a boss battle where you are a flying beast firing chakra missiles at the boss while avoiding the onslaught of lasers, bombs, etc. on the screen.
Enemies don't do much to indicate a threat on the screen.
The first segment has the top screen fixed on Baby Mario, with players needing to draw paths on the scrolling bottom screen to help guide where Baby Mario will go next, being sure to collect as many coins as possible for a higher score, and avoiding enemies so Baby Mario doesn't lose any of his balloons.
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.
Don't get me started on the fact that enemies will attack from off - screen, or that the aforementioned downward attack has a terrible tendency to activate the paintings on the wall which then attempt to kill you by wildly spinning around, even clipping through obstacles.
Trip World can be beaten in one sitting but the entire experience is somewhat unique — half the characters on screen aren't actually enemies, they're just characters in the world doing their own thing.
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