Sentences with phrase «enemies out of that building»

Don't feel like clearing enemies out of that building with your gun?

Not exact matches

«When the enemies of Judah and Benjamin heard that the exiles were building a temple for the LORD, the God of Israel... [they] set out to discourage the people of Judah and make them afraid to go on building».
Consistent with the Hoover Report's recommendations that the United States had to reconsider «long - standing American concepts of fair play» and «learn to subvert, sabotage and destroy our enemies,» the shadow government built alliances between U.S. government officials, the Mafia, and international drug cartels; assassinated many thousands of civilians in Southeast Asia; carried out or attempted assassination of foreign leaders; trained death squads and secret police forces; worked to shore up unpopular dictators like the Shah of Iran and the Somoza dictatorship in prerevolutionary Nicaragua; worked to destabilize «unfriendly» governments such as Allende in Chile and the Sandinistas in Nicaragua; cooperated with the Colombian drug cartel to plot the assassination of the former U.S. ambassador to Costa Rica, Lewis Tambs, with the intention of justifying a U.S. invasion of Nicaragua by blaming his death on the Sandinistas; contracted with the Reagan administration and the National Security Council to find ways of circumventing a congressional ban prohibiting aid to the contras, including the trading of arms to Iran in exchange for hostages and money for the contras; illegally shipped weapons from the United States to the contras and allowed returning planes to use the same protected flight paths to transport drugs into the United States; 11 targeted the U.S. people for disinformation campaigns; and helped prepare contingency plans for declaring a form of martial law in the United States that would have formally suspended constitutional freedoms.
To name but a few: I've had mercs spotted through walls, enemies alerted to a mercs presence for no apparent reason (yes I understand the stealth mechanics), enemy AI is appalling (you can eliminate a building full of enemies but just running a merc around the perimeter of the building, thus alerting the enemies, and then shooting them all as they come out of the door), the game is riddled with typos (e.g. some of the mercs have a trait called «though», which is obviously meant to be «tough»), the voices acting is poor and annoying (who honestly wants to have their merc scream the same phrase over and over again every time you select them?)
Director Robert Schwentke, meanwhile, makes good use of 3D, particularly in the specially engineered lucid dreams - called «sims» - in which Tris has to pass certain tests, as she jumps in and out of floating buildings or confronts her most hated enemy.
So utilizing the Dash phase to roll out of incoming enemy attacks can be wise, as can using the Prep phase to build up shields or regenerate health.
He is watching for the enemy and sees a mother and her young son come out of a building.
He built his own unique weapons, attacked his enemy in broad daylight at a public event, sent an army of military drones to a crowded area, and broke out of prison with no idea of who was helping him.
As well as being great allies in battle and unlockable playable characters, they are also key to acquiring all 5 Gleamstones, only in typical Fire Emblem fashion, nothing turns out as it is supposed to and although Lianna and Rowan are able to build an army of their own, with Heroes to help lead it and a completed Shield of Flames, there's more than just the forces of Grinstonne and the Chaos Dragon to fight as there are also old enemies like Gharnef and a whole lot of twists.
Reinforcing that idea of building a strong base of operations, we're still advised to build along natural rock formations and other structures to get out home a little further off the ground and little further away from the reaches of our enemies.
The gritty art design and great enemy types do a great job of world - building that makes this reboot feel very fleshed out.
There were moments in The Avengers set where my jaw dropped open as enemies tossed cars around like they were cardboard and errant blasts tore chunks out of buildings, giving the whole experience a truly super-heroic epic scale that I didn't expect.
But the slate diversifies to also include a feel good medical drama centered on a man out to disrupt bureaucracy and put care first («New Amsterdam»); a spy - hunting thriller two - hander starring Jennifer Carpenter and Morris Chestnut («The Enemy Within»); a crime - solving drama with the supernatural twist of its central character being able to communicate with the dead («The InBetween»); and an extended family drama focused on the residents of a NYC apartment building («The Village»).
Like any combat strategy game, you must build your base (including storage facilities, residences, weapons and all the things you will need to wage war) and then venture out to explore and attack your enemies (while freeing innocent villagers who were caught in the middle — all of which will be very grateful).
Upon first glance Planetary Annihilation appears to be a relatively straightforward RTS; gather resources, construct a base, build and army and use it to blow the crap out of the enemy.
As a result, combat begins to quickly feel repetitive as you continously hammer out the same string of inputs, and while the different enemies do a decent job of keeping you on your toes, by about half - way through the game I rarely found myself having to go into the Combo Lab and change - up my Pressens as I had already combos built for the most common scenarios.
- characters are drawn in the main screen in a super-deformed style - features a lot of fan - service - play as Eduard, an innkeeper of an inn who doesn't have a lot of customers - stumble into a cave while looking for crystals and meet a girl who has amnesia - this girl also has six sisters who unlock each other's memories as you come across them - your subordinate at the inn gets the idea to put all of the girls into maid uniforms - the girls transform into battle - appropriate clothing during the battle sequences - strategy / action - RPG hybrid - unlimited movement within a circle around the character's starting point - combo system - when attacking weaker enemies, you knock them back in a fashion that takes out others and builds up a combo - extra turn awarded if you manage to take out 10 or more enemies in one swing - enemies do respawn their weak helpers at a hit point cost to them - right side of the screen shows a time bar so you know which friend or foe will attack nex - male character you play as is more of a support role in battle - he'll provide a lot of your stat buffs - events for each of the maidens that give them a chance to level up and unlock new abilities in each battle - possible 18 quests - each of the girls has their own quirks
The video shows it being used to put out fires, make a mound of crap you can climb, shoot enemies, and even to build a bridge across a huge gap.
The sheer scale of the carnage allows plenty of un-scripted awesome moments to occur on the battlefield, such as a radio tower collapsing after being hit by a jet, crushing all who are underneath it, or a mad last - minute raid into enemy territory in a jeep, narrowly avoiding been hit by the enemy tanks before clearing out an entire enemy base only to the be stopped by some smart - ass who rigged the building with C - 4.
Apart from using cheap sandbag walls to protect your own base, you can wall off important passages, or even build a wall around the enemy base, locking his Harvester in or out as well as all of his units.
The realistic look means that a lot of buildings look a lot like all the other buildings, so new players are going to spend a lot of time accidentally picking the wrong factory when desperately trying to pump out the right unit to counter an enemy offensive.
Faith builds up a «Runner's Shield» that can absorb the brunt of enemy attacks to a degree but all too often you're thrust into situations where fighting your way out is the only option for survival.
Only in Battlefield can players go through a building instead of around it or eject from a jet and take out the enemy mid-free fall.
Their wall - jumps, for instance, were built off of a slow, downward slide that gave the player plenty of time to figure out how to manoeuvre around obstacles and enemies.
The reason for this is because you can not move around a corner while still being in cover as you have to release from being in it to move around a fence or a building, so you get stuck at times in corners when you want to move around a low wall or quickly move around something as you reload to get out of the sight of an enemy that is fast approaching you.
What made Resident Evil a massive achievement was its survival horror elements, controlling and following the journey of one lone character and exploring claustrophobic and eerie environments, all contained in one location and building up suspense as you worked your way through well - thought out puzzles and fought off creepy enemies.
Though my first impression when encountering a room or building full of enemies would be to take them all out, sometimes simply slide tackling my way through, or even finding a way around the place altogether was all it took to meet the objectives.
Another new feature for the franchise is the complete customisation of the playable character, with any loot found in the game world or by pillaging enemy corpses available to equip to your player character and build out your own story.
While Human Revolution does reward the player a little disproportionately for dispatching enemies in non lethal ways, you can definitely build Adam Jensen into a walking death machine capable of taking out enemies with simple brute force if that's your cup of tea (though you still can not run through levels with reckless abandon as enemy numbers will overtake your augmented ass if you're reckless).
It's classic Tower Defense, really: you build mazes out of towers, upgrade them as you get more cash, and defeat hordes of enemies as they wind their way towards your base.
While the actual mission may simply be to take out a specific building or clear the skies of a certain enemy type, destroying additional units earns points to upgrade your ship or purchase new weapons at the end of your run.
Many different weapons are available to you but the essence is that you will just mash the attack buttons repeatedly to beat of the constant waves of enemies, and when you have built up enough power in your Musou meter you can unleash a special move, which varies depending on the character you are using and it's a very effective way of clearing out large groups of enemies.
Taking an objective is all a matter of clearing out a building of enemy soldiers until there are no more soldiers and once an objective is secured, you'll move onto the next.
The second was Ralph from Wreck - It Ralph, who would pop up with building blocks, tasking players with building an instrument of destruction to wipe out enemies.
The Darknut is a Zelda enemy that's made numerous appearances over the many adventures of Link, but the version that stands out the most is the Twilight Princess iteration as graphically the Darknuts are built to look like the most supreme warrior in Hyrule.
Facilitating all of this is a system of uniquely designed card mechanics, that enables players to train powerful unit cards, build mighty fortifications and send out heroes on their enemies in a race where the only means to achieve victory is by constructing a majestic Wonder.
You can also take out large groups of enemies by using the sword on the destructible environments, though crushing them with falling sections of buildings isn't as satisfying as it should be, as it seem to happen at random.
As well as being great allies in battle and unlockable playable characters, they are also key to acquiring all 5 Gleamstones, only in typical Fire Emblem fashion, nothing turns out as it is supposed to and although Lianna and Rowan are able to build an army of their own, with Heroes to help lead it and a completed Shield of Flames, there's more than just the forces of Grinstonne and the Chaos Dragon to fight as there are also old enemies like Gharnef and a whole lot of twists.
An area where you have to track a massive, cloaking snake in a worn - out Shanghai apartment building is an amazing, tense, and exciting stretch... followed by a dock area full of sniper enemies that are hard to see and that knock you down each and every time they connect.
Each level has a number of different modes available, with single - player only «classic» (standard tower defense) and «rescue» (sees you protecting a stream of vulnerable units); as well as «skirmish» (where your base pumps out units that head straight for the enemy's base whilst you must still defend your own), «capture the flag» (where you build a special unit to capture a flag) and «territory» (where you try to dominate by «painting» as much of the landscape as possible).
In the standard mode, the basics of real - time strategy — gathering resources, building and managing units — all play out from a first - person perspective as you deal with increasingly - challenging waves of enemies.
The gameplay is built upon those same foundations, with familiar twin stick controls for running and gunning, a powerful melee when enemies get too close and a dash for when you need to try and get out of a sticky situation.
These plants can be picked up, moved about, and allow you to build your own unique strategy to take out enemies, giving the game a hint of tower defense.
Enemy camps may be protected by items like rifle towers, mines and walls, but players receive up to three stars on each raid, if they're able to destroy every building in the settlement without losing their own men or running out of time.
When not stopping to admire its buildings, you'll likely be checking out Booker's glistening weaponry or staring into the vacant eyes of Monument Island's many enemies.
The first ones are simply going next door to get an item from here while later you need to travel a good distance in the dust, traverse a abandon building and it's undergrounds, go past enemies, get the item and then get back out before you run out of oxygen which isn't as easy as some will think.
A clip came out that finally revealed a ton of gameplay content, such as building up a vehicle, bashing enemies and eating exotic foods.
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
This is a vast game, squeezing a stream of missions out of each location, and constantly adding new enemies that will stretch your skills and your ability to build effective strategies.
To try and help break up any monotony that might quickly set in with the stylish, yet rote kicking and punching, doling out and taking damage helps you build up toward special attacks that obliterate larger groups of enemies at a time.
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