Faster weapons such as gauntlets or arm - blades offer longer combos and are effective against single
enemies while the slow weapons such as hammers and axes offer more damage and the ability to harm more enemies at once.
Not exact matches
Ruiner, the debut title from Warsaw - based developer Reikon bucks the trend of the twin stick shoot «em up by
slowing things down a bit, significantly reducing the
enemy count
while turning the difficulty up to eleven.
While the previous entry had a very
slow burn and took about two hours before encountering the first
enemy, this one practically throws you to the slimes from the outset.
Another cool feature is the «rage» mode which basically
slows down time and allows you to unleash additional damage
while you take out your
enemies.
They came out of the gate strong with
Enemy in 2014 and have had some cool genre offerings like The Blackcoat's Daughter and and
Slow West,
while films like Life After Beth and Dark Places haven't quite matched the quality of that A24 shine.
Peggy's relationships were a driving factor of the show, and
while the second season's love triangle may have
slowed down certain episodes, the character's ability to make allies out of
enemies harkens back to classic hero tropes in action cinema.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker,
while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special
enemies in one hit - special
enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks
slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
Fire a bullet and everything goes into
slow motion
while you take control of the explosive bullet and steer it into the
enemy, it's amazing fun to use but the weapon is extremely limited.
There is one really annoying problem with the stealth, though, and that's the pesky camera: not only will you be constantly fighting it, but if you happen to look sideways at an
enemy while your sneaking, so that you can keep an eye on them, Lana's pace will
slow to a dying crawl, which of course then means you don't make it to cover in time and get spotted.
These give the player a range of attack options which sacrifice speed for power and vice versa depending on which stance has been selected; certain
enemies are best handled with the swift but less powerful low stance, for example,
while slower - moving bosses may be better taken down with a powerful but
slow high attack.
Telekinesis allows him to pick up and move objects, and subsequently hurl them at opponents
while stasis allows him to
slow down fast moving objects or
enemies.
A spell which
slows down
enemy movement in a zone, for example, also forces Wraiths to materialise,
while a mind - controlling spell also handily forces Alghouls to retract their spikes.
Clu's one - use bomb becomes a length of spike traps,
while Zula's
slowing field becomes a ghostly robot that shoots
enemies.
Each mode offers it's own gameplay style — 8 - bit has graphics reminiscent of the NES era with limited movement and
slower enemies while 16 - bit plays a lot like some of the classic SNES action RPGs of which it was obviously inspired by with full movement and multiple hit combos.
This is the exact same process of NG3, each Steel on Bone you execute will
slow the pacing down to give you a more realistic experience of you actually cutting an
enemy while you feel the pain and hear them scream.
I then use the Time Dodge (which allows you to move a short distance quickly) to sprint towards the third
enemy, who I proceed to bring down with a well - aimed headshot thanks to Focus Time (which
slows down time
while aiming when coming out of Time Dodge).
While there is a slow - down / pause function built into the special abilities contextual menu, the fact that you need to hold ALT while hovering over an enemy makes the pause rather useless — unable to issue any orders but special attacks, the whole thing comes off more as a way to buy time to use an ability than a tactical pause meant to coordinate your att
While there is a
slow - down / pause function built into the special abilities contextual menu, the fact that you need to hold ALT
while hovering over an enemy makes the pause rather useless — unable to issue any orders but special attacks, the whole thing comes off more as a way to buy time to use an ability than a tactical pause meant to coordinate your att
while hovering over an
enemy makes the pause rather useless — unable to issue any orders but special attacks, the whole thing comes off more as a way to buy time to use an ability than a tactical pause meant to coordinate your attacks.
This stylish top - down action game casts you as the ultimate teleporting badass, as you'll phase through walls, dodge
enemy bullets and even
slow down time
while punching your way through a top - secret facility.
But,
while they absorb an
enemy's attack, they are also pretty
slow and do not dish out a lot for critical damage.
Triangle delivers a quicker, weaker attack
while circle delivers a heavier attack that's both
slower to execute repetitively and can be used to knock your
enemies around.
The game's always scoring you on your performance, numbers leaping out of bodies as you gun them down,
while every headshot is rewarded with a spray of blood and even occasionally a split - second of
slow down, constantly encouraging you to nail
enemies faster and faster.
Each character in your four - man party can attack once their ATB gauge is filled, and
enemies» gauges, as well as allies», are still filling
while you select tactics so
slow players might miss out on an attack or two.
But don't grow too attached to them;
while they can level up, it's much
slower than the main characters and to really keep up with ever more powerful
enemies, you'll need to fuse them.
Graphically, Time Recoil on PS4 looks as good as you would anticipate a top - down shooter to be with fluent animations from your character and
enemies,
while the weaponry and special moves produce some amazing visual effects and explosions within the destructible environments, alongside the highlight of the time travel effects in
slow motion and moving between timelines through a time vortex reminiscent of the time displacement unit in Terminator Genisys.
If you don't want to worry as much about the controls or just the general difficulty (which is probably too high for an easily frustrated player), you can turn the game down to Casual — where
enemies move
slower and shoot fewer bullets — and enjoy some light shooting action
while taking in the rest of the game.
Abilities are earned from chaining together
slow down kills that are effectively
slow motion kills in which two kills provides dash that sees your character dash through thin walls and even defeat nearby
enemies in the process,
while four
slow down kills allows your character to gain a more powerful dash called dash - blast, although the ability can still only dash through thin walls.
The shotgun remains a personal favorite for the simple fact that you can splatter
enemies into (unrealistic) piles of giblets in
slow motion,
while the Hammerhead provides hours of fun by pinning your
enemies to walls in precarious positions.
The attacking team can survey the area with drones before assaulting,
while the defenders can reinforce walls and lay traps to
slow their
enemies.
Unlike many horror protagonists Isaac can move
while shooting and dismember
enemies» limbs to
slow their movement or to remove their dangerous spiked claws.
One of, if not the best and most satisfying ability you can use, is scanning a group of
enemies while in
slow - motion before shooting each of them faster than Thornton would normally be able.
This is where time
slows down and movement and attack can be plotted out
while enemies stand still.
His primary ability is razor wire, which
slows and damages
enemies trying to breach through a choke point,
while his special ability steps up the defense with a massive barricade that allowed me to create perfect cover wherever I saw fit.
Child of Light takes this one step further by giving all attacks interrupt capabilities & by giving the player more control over when the
enemy will be in interrupt status via a helpful ally that can
slow down
enemies while the
enemy is targeted and a button is held down (but only
while the ally's meter has charge).
The basic strategy (use tanky characters to
slow down the
enemy,
while healers, ranged specialists, and fast - moving characters play to their respective strengths) comes from Tactical RPGs 101, and can safely be recycled in every battle, but the details change: I might use a barricade (3) to block off a given route on the battle map, then park an arquebusier there to snipe from safety; or use Character A to stun an
enemy so the injured Character B can safely slip past.
While there are several hundred variations of bomb, they all stick to three main categories — distraction: these bombs flash or bang to attract the guards» attention, escape: these bombs produce smoke or drop caltrops to
slow down anyone chasing you, and attack: these bombs are thrown to kill your
enemy, and are basically old fashioned grenades.
Another cool feature is the «rage» mode which basically
slows down time and allows you to unleash additional damage
while you take out your
enemies.
For instance, G.I. Joe Mobat has a powerful, forward firing tank shell as its primary weapon,
while chaff mines can be deployed to disrupt
enemies that touch it by
slowing their speed and preventing their weapons and abilities for a temporary period; a short burst of increased rapid fire, albeit at the cost of your vehicle's movement speed for the duration, alongside an air strike ultimate ability to damage
enemies within range.
This
slows down your
enemies while you can go to town on them with enhanced damage.
As an example, every time you spot the
enemy, even
while moving
slow and sneaking up on them, they automatically aggro and get a free movement.
While combat can often turn into a circling swarm, there were times when I actually felt cool and tactical: launching countermeasures, swooping through debris to lose a tail, quickly
slowing down to drop back, and physically turning my head to put my missile reticule on my
enemy.
For Sebastian's upgrades; green gel is the equivalent of weapon parts with the first combat upgrade reducing reticle sway when firing weapons costing 1,000 green gel, although a more complex upgrade such as synaptic focus in which concentrating during aiming
slows down town costs 75,000 green gel,
while red gel is required to unlock certain upgrade paths for Sebastian; therefore resulting in Sebastian's upgrades being as complex to collectively attain than weapon upgrades, especially given that green gel is mostly collected from
enemies that Sebastian has defeated.
There is only one speed and
while it is fairly quick when you first start out a level, the more units and
enemies that are on the screen seems to
slow it down to the point that
enemies move faster than the cursor.
He specializes in auras that can
slow down
enemies as well as debuff their attack and defenses
while buffing his allies.
While you can be tempted to simply avoid
enemies and rush for the exit,
slowing down can be of great benefit as you build up an arsenal of tools to use later on the more difficult levels.
This sets up the classic tower defense strategy of
slowing enemies down so that your emplacements can really pound on them
while you mop up the rest with your mech's weapons.
His attacks do the same amount of damage to
enemies as Mario's, but he moves a little
slower while carrying
enemies and objects.
Playing on Normal and Hard results in an
enemy who respond
slower to you and the environment changes,
while Expert will give you a perfectly timed
enemy who can efficiently kill
enemies and place his blocks.
Weapon swings are
slow, so you'll have to time attacks accordingly,
while enemies often telegraph when you should quickly move out of the way.
Even if you get caught by surprise in your attempts to storm an
enemy base you can easily change your game plan to work around any obstacles — an explosion could cause grass to catch fire, which causes an updraft, which Link can use to paraglide to safety — alternatively,
while midair Link can
slow time
while wielding his bow and snipe his
enemies before he hits the ground.
Waist high cover is central and capturing the big guns requires a
slow uphill slog
while enemy fire rains down.