Sentences with phrase «enemy design in»

What I found somewhat disappointing, though, was the lack of level and enemy design in which to cleverly use each of the elements.
The enemy design in the game isn't the best, with one enemy being likened to Pyramid Head from the Silent Hill franchise, with his pointed metallic mask and deadly weapon that is used to stomp down on and crush whoever it attacks.
Tired horror formula — Although I quite enjoy the scare tactics and enemy design in Wick, I did find that the jump scares soon became a little bit tired.
The original enemy designs in Space Invaders have become so iconic that you don't need to be a gamer to recognize them, in any case.
The enemy designs in particular work well, as does the design of Tangi himself.
Cons: - Combat is repetitious and a nuance after 20 + hours - Enemy designs in dungeons are over-used and lacking diversity - Dungeons could have used more diversity and difficulty between each of them
Appropriately enough for a game that stars a character as extravagant as Bayonetta, just about every moment of the game is an explosion of style and humor, and filled with some of the most bizarre enemy designs in gaming.

Not exact matches

The submarine was designed to «destroy important economic installations of the enemy in coastal areas and cause guaranteed devastating damage to the country's territory by creating wide areas of radioactive contamination, rendering them unusable for military, economic or other activity for a long time,» the BBC reported.
The Army has purchased an emerging technology for Abrams tanks, Bradleys and Strykers designed to give combat vehicles an opportunity identify, track and destroy approaching enemy rocket - propelled grenades in a matter of milliseconds, service officials said.
Designed to chase down and destroy double - hulled nuclear submarines, the MK 50 was created to get past torpedo countermeasures and kill the enemy, even in shallow water.
The system's maker, an Israeli company called Rafael, says in a promotional video that the interceptor is designed «to ensure destruction» of the enemy warhead.
This is a striking picture of God's design for the local church - His own spiritual house in which disciples are born and raised and trained to fight against the enemy for His purpose in the earth.
I want to update you on yesterday's Lunch Tray post, in which I shared Nancy Huehnergarth's excellent reporting on a Gatorade video game which was explicitly designed to teach kids that «water is the enemy» of athletic performance.
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I'm not expert on this, but I would think it's largely due to the distinction between weapons that are designed to target the enemy's military and military assets, vs. weapons that target people in general?
The mask comes in a lot of different designs for anything you might want to be to your enemies on the battlefield.
Those results were used to design a first - person shoot»em up game that could choose to make enemies appear in places where they would be either easy or hard to see.
It was designed to fly enemy aircraft in a virtual air combat simulator, but has now been turned into a system that controls allied planes that accompany human pilots in the simulator.
Results of the new study may help engineers design bugbots that could be deployed in swarms for environmental monitoring, search and rescue operations, or the surreptitious surveillance of an enemy.
It was designed not just to kill the enemy but also to inflict fear in the enemy.
With this in mind, we created AE - 3, an advance nutritional formula design to destroy these 3 enemies of testosterone.
Even with the PS3 issues, Bayonetta is a standout in its genre in terms of style, character and enemy design, and fighting fluidity.
Interactive environments: In addition to new set designs, players will be able to use enemies and background elements to attack their opponents.
Despite being solid and fun - to - play Star Wars: The Force Unleashed 2 is poor in a lot of game aspects, for example gameplay (really repetitive), level design (linear) and enemies variety and AI.
It's well - made but unbalanced encounter design results in some long struggles against enemies that will regularly make short work of you.
In terms of combat, world design, enemy design and boss design; Dark Souls II just doesn't live up to it's predecessor, or the hype generated prior to release.
But like Abrams did on «Star Trek,» Whedon has stepped up his game in a major way: the action is clear and coherent, the pacing is tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive themein a major way: the action is clear and coherent, the pacing is tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive themeIn The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme).
Some of the game's deployment operations, in which you can send Diamond Dogs off on remote missions, are designed to intercept enemy shipments of, say, helmets and riot armor — the kind of stuff that neuters your tranq darts and headshots.
In addition to the regular Paper Mario aesthetics, the game also uses many novel character, enemy, and background designs, including a fully pixelated world and the use of sprites from the classic Super Mario Bros. for certain techniques.
Of course, you'll still be fighting against the 2016 enemies in 90's level designs, but for someone who grew up with idSoftware's games, this is still a massively pleasing experience.
All throughout the game you'll notice vestiges of the Wii title still lingering in the game design: areas are now divided up into distinct «levels,» which are laid out on a world map reminiscent of Super Mario World; Mario no longer gains experience points by defeating enemies, having instead to find the appropriate items to augment his abilities; and party members have been excised completely from the title, leaving the plumber to tackle the world's problems by himself (well, to an extent).
While the in - game bullet effects and enemy designs are endearing, everything outside of the engine (like the artwork) is a bit drab.
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To play a deadly black - ops soldier with designs on the throne of Wakanda, the technologically advanced African utopia that Black Panther rules and protects, Jordan doesn't just bulk up to superhuman proportions, his muscular torso covered in an almost tribal configuration of scars — one for each enemy his character has felled.
With interesting characters and a very compelling world, your goal is to return to the past in order to save the present as you take on a variety of amazing and challenging enemies designed by acclaimed artist Akira Toriyama.
The sound design is actually the major stumbling block in Public Enemies.
The game was a turning point for the Donkey Kong series, reintroducing it (alongside the 1994 Game Boy game released a few months prior) after a nearly decade - long hiatus and cementing Donkey Kong as a franchise in its ownright introducing Donkey Kong's modern design as well as his supporting cast and enemies, musical cues, and gameplay mechanics that would form the basis of most following Donkey Kong games as well as Donkey Kong's appearances in Mario spinoff titles.
In terms of enemy variety, while there are a number of different Oni, many of them are simply the same design in a different colouIn terms of enemy variety, while there are a number of different Oni, many of them are simply the same design in a different colouin a different colour.
You have shipped at least one or more games; designing in the areas of player combat mechanics, and / or enemy design and behavior.
My last mention in relation to the gameplay is that I thoroughly enjoyed the level design of each enemy encounter.
In fact you may recognise some aspects from other games from gaming past especially with the inclusion of enemies that resemble Thwomps from the Super Mario franchise, a design which Big Pixel Studios have made no effort to hide.
This is a design choice like that worked on the Super Nintendo, but even then there was a greater variety of enemies to encounter in A Link to the Past.
The movie «Labyrinth» — The goblins in Labyrinth were a reference while designing the enemies in Costume Quest.
I constantly felt like the game was designed to be played in multiplayer as the bosses were sometimes near impossible and there were just too many enemies thrown at you at once.
On the surface it's a standard action platformer with plenty of running, jumping and shooting enemies, but a novel ability to jump in and out of both the foreground and background creates a unique experience and some devilishly designed levels.
Thankfully, enemy design is varied, and each enemy type is outlined in a Bestiary available in the menu.
The job listing mentions that the person they are looking for will be in charge of creating fields, dungeons, and enemies from design to implement into the game.
The fact that Rime then manages to surpass this extremely high visual bar in almost every area is to be commended (Enemy design is notably lacking compared to the Zelda series, for instance, but then again that's not exactly Rime's focus).
If you ignore Souls» colourful enemies and excellent level design, what you do in a typical Souls boss fight is not at all unlike what Monster Hunter demands.
The game definitely controls better as a First Person Shooter, but having the ability to draw the camera out and move around in a more athletic fashion is a blessing, given the relentless enemies and open level designs.
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