Sentences with phrase «enemies on screen for»

These same The setup of the game is built quite well to support 4 - players as there are always plenty of enemies on screen for everyone to fight and with my experience on line everyone seemed to take one of the 4 - quadrants of the screen and attack the enemies around them.

Not exact matches

«Adding platforms for Mario to jump on, or enemies to avoid, is as simple as tapping the screen.
Players can stash the map on the top screen for quick reference or drop it to the touch screen to make notes, study enemies, or chart a path for their boat to follow while they man the cannons.
Another standout sequence in Public Enemies is more effective for comedy than suspense, and involves Dillinger's reaction in a movie theater to an on - screen announcement warning the audience to be on the lookout for him, America's «Public Enemy # 1.»
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.
It's gyroscopic viewing features (moving the controller around to see a different view on the secondary screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
Not necessarily, it looks like DK Tropical Freeze is not some mere «2D cartoon platformer», but has multiple tiers of action, with level interaction and very large intricate enemies attacking from the foreground and background, a lot of very highly detailed and fluidly animated elements within each level, not to mention who knows how advanced the enemy AI is for each character on the screen possibly acting independently or interdependently of each other, all this requires lots of processor power to pull off let alone maintain a steady 60 fps.
The turn - based approach Fire Emblem is famous for is gone in Fire Emblem Warriors, and in its place you'll find hordes of enemies to cut your way through (in real time, naturally), screen - filling special moves and a surprisingly deep character development system which not only allows for levelling - up, but permits you to augment each protagonist's abilities on a more granular level, such as selecting and improving their weaponry.
So far, Nintendo and Koei - Tecmo have focused almost exclusively on the Nintendo Switch, and for good reason: it's the one that looks the best, has the most enemies on the screen, and is on the latest Nintendo platform (the most popular, and the one Nintendo is pushing the most worldwide).
The game which is being described as a third - person shooter with RPG elements, is said to combine non-linear gameplay, fast and frantic shooting, hordes of on - screen enemies, customizable characters, and online multiplayer and co-op modes for up to four players.
, Ace of Seafood releasing next week on Nintendo Switch (in Japan), off - screen gameplay footage for YIIK, latest artwork for Feudal Alloy, screenshots for ACA NeoGeo Fatal Fury 3, trailer and screenshots for Owlboy, screenshots for Bike Rider DX (Switch), enemy names for Shovel Knight: Specter of Torments, soundtrack album release for Floor Kids, and latest video clip for Xeodrifter!
Leonardo DiCaprio and Tom Hardy may be on - screen enemies in The Revenant, but they will join together on the red carpet for the film's UK premiere.
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.
Adding a level of control like never before, players can use the touchpad screen on the GamePad to activate and customize the abilities for their team, view enemies on the tactical mini map, and command squad members to move by pointing and dragging to a new location.
Director Tim Miller hasn't made a film before, and the writers on board haven't necessarily perfected their craft yet, but like Ryan Reynolds, they shared a passion for bringing this unique superhero (a term I use loosely considering Deadpool straight up murders his enemies instead of opting for the moral high route) from comic strips to the silver screen with respect for the fans.
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.
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.
It includes most of the aforementioned tracks, as well as «Django Jane,» a contender for the year's defining rap single, with its ferocious flow and David Axelrod sample, delivered on screen in an echo of vintage Public Enemy with gender - fluid 1960s Nation - of - Islam costume design.
On screen he's flying, and there's a spontaneous air - punching whoop for his 3m23.650 — 1.202 seconds clear of the enemy.
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.
It should now more instantly kill anyone in its falling path • Fixed a hang in terrain streaming, causing the user to get stuck on black screen under special circumstances in Singleplayer • Fixed a problem where the enemy would not be able to get a roadkill on a user that was using the SOFLAM • Fix for soldiers disappearing in the mortar killcam • Fixed Laser Guided Missiles missing their targets if the target is moving too fast • Fixed a bug with terrain destruction not being reset on Operation Metro.
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.
During the fight, you can pull up a small calculator on screen, enter in a money amount, and depending on the amount entered you can select and recruit enemies to fight for your cause.
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.
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.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
The myriad of enemies on the screen certainly points to a manic hack and slash approach, and for that I much prefer a slick, responsive set of controls.
- starts you off in a small town - in town you can visit shops, talk to people and accept a quest - the quest puts you in the middle of a volcano - your end goal is defeating the gigantic fire beast Ifrit - team up with a Goblin and Chocobo - fight multiple enemies, including some unfriendly Chocobo - enemies leave behind loot like recovery items and materials for crafting - by pressing L or R, you get access to four attacks - attack names include Plunder Slash, Mercurial Thrust and Trinity - charge a power meter and then hit L+R at the same time for special movies - one special lets you change into Cloud with very powerful attacks - run with the B - button - camera switching is handled by the D - Pad - info on the upper screen that gives you constant battle updates - bottom screen shows the status of all the characters, plus a map
- 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».
Flash Move makes the party invincible for a second and slows down all enemies on the screen.
So far, Nintendo and Koei - Tecmo have focused almost exclusively on the Nintendo Switch, and for good reason: it's the one that looks the best, has the most enemies on the screen, and is on the latest Nintendo platform (the most popular, and the one Nintendo is pushing the most worldwide).
To go even further, his Final Smash could implement the Raving Rabbids in some fashion where they joint attack enemies on screen, making for some crazy albeit funny situations during a match.
This causes dungeon battles to blend more seemlessly with exploration as a result of enemies simply popping up on the current screen with no need to load a seperate one for fighting.
Other times the game runs steady at 50 during moments of high action, with 60 being the norm for times when only a handful of enemies are on screen.
Bottomline, this is a fun twin - stick shooter, while grinding is still fun (especially with co-op), it could've been better (unique weapons for legendaries), gameplay is challenging, fun, and ultra satisfying especially when there are tons of enemies on screen.
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.
You can also charge up a shield by ceasing to fire for a moment, one that acts like a smart bomb once it's ready, (eliminating all enemies on screen).
There is no strategy apart from maybe saving your Super for when there are lots of enemies on screen.
The urgency to wipe out enemies on screen keeps the momentum of the action constantly moving, yet still rewards players for taking the moment to explore their surroundings and discover helpful secrets.
Surprisingly, the infamous slowdown the series is known for wasn't really that prevalent during my time playing through the game outside of a few key instances where the game placed an extremely large amount of enemies on the screen, which was surprising considering the source material and the platform itself.
The style keeps you coming back for more though; my 12 - month - old was laughing and following Shantae all over the screen as I was jumping on flying carpets and knocking out enemies, so that counts for something.
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.
There are significant frame rate implications when there are a large amount of enemies on the screen however, and the final mission in the Play Set noticeably struggles — but for the most part it's functional.
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.
* A New Way to Experience the Critically - Acclaimed Ghost Recon Series o Eye - popping 3D cutscenes and in - game effects, where enemies and objects appear to be jumping out at you o Use the Touch Screen for quick and easy mini-map navigation * Try to Thwart the Ultranationalists» Evil Plans in a Deep and Credible Tom Clancy Scenario o Explore various environments with an Eastern European flavor o Story mode with 37 missions for more than 30 hours of gameplay o Unlock 20 challenging «skirmish» missions with 3 levels of difficulty * Train and Manage the Best Special Ops Unit o Choose among six unique classes, each with their own special skills: Commando, Sniper, Recon, Engineer, Gunner and Medic o Unlock new skills and equipment by progressing in the game o Equip your ghosts with the most advanced combat gear - and even drones * Challenge Your Friends — Eleven one - on - one duel maps on a single 3DS that let you determine who the real special ops squad leader is.
- 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.
The game still retains some usual issues related to the series — groups of enemies sometimes appearing seemingly out of thin air, for instance (such as when an «ambush unit» appears) but with so many enemies on - screen at times it's not unexpected for a Dynasty Warriors title.
I also ran into a few moments with noticeable frame - rate drops when there were a lot on enemies on screen, but aside these moments, the game remains relatively stable for the most part.
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