Sentences with phrase «enemy on screen»

What is different is that they've increased the number of enemies on screen at once.
They're just about having a large amount of enemies on screen at once.
When there are many enemies on screen at the same time, it's frustrating to die because of a technical issue.
Even with multiple enemies on screen and interactive backgrounds, the game never misses a beat.
Look at how there are almost never more that three enemies on screen in big open spaces.
All enemies take damage the same way, so there's no need to start thinking strategically when posed with the challenge of three or four different enemies on the screen at once.
The enemies were even animated when they attacked, although they could only ever manage to fit a single enemy on the screen at a time.
I don't even understand why it's dropping that low when there are only ever three or four enemies on screen doing nothing.
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.
While the engine doesn't seem to have the best looking graphics, it will supposedly allow for hundreds of advanced AI enemies on screen at once without any graphical glitches.
Instant feedback while attacking and reacting to enemies on screen felt very good.
This allows for a lot of enemies on the screen at once, and if you're not careful they'll overwhelm you.
With so many enemies on the screen you're sure to hit somebody on their back or find someone that is slow to get his guard up.
Little things like this frequently add up to become big problems, especially in sections where you have multiple enemies on screen and powerful foes that require all of your attention.
This will give players the ability to fly around freely with their character and battle tons of enemies on screen at a time on the ground and in the sky.
And this time around players will fight even more enemies on screen in single encounters, making for some truly epic and challenging brawls that will have players using all the tools at their disposal to quickly dispatch the opposition.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
As the name implies, the stylus becomes your sword, used to aim and attack enemies on screen while moving around the arena freely with the Circle Pad.
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).
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.
Being able to see enemies on screen and making them largely avoidable is massive.
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.
There are even Spellpunks who can strike from a distance and even heal other enemies on the screen.
This is actually a good thing, because the game quite simply can not handle anymore than that, as there is a ton of slowdown when you are fighting enemies on screen while your dragon is firing down fire on the battlefield.
The number of enemies on screen never ceases to amaze.
All levels have items such as explosive barrels that can decimate nearby enemies on the screen helping to ease up the pressure.
The gameplay is heavily action focused and primarily taken from Dynasty Warriors; most of the time there are hundreds of minor enemies on the screen at once and several dozen are able to be dispatched in a single combo.In true Dynasty Warriors fashion, this lets the player feel like a badass one - man army as they mow down wave after wave of enemy troops.
Worse, the frame - rate should be a rock solid 60 frames per second but is instead 30 at its best, dipping far below that when there are tons of enemies on screen getting murdered by a bevy of your attacks.
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.
All of a sudden you have 5 + enemies on the screen 3 with blue barriers and 2 with green meaning you need to strategize and not just smash and bash.
At first this is o.k. when there are only a couple enemies on the screen but the real game begins later on at the near end - level areas and the boss battles.
Thanks to the improved netcode the game runs flawlessly compared to the experiences that had once been experienced with Toukiden: The Age of Demons where players would find themselves dumbfounded by the delay in monster placing, but also swinging at enemies on screen where they are not on another players.
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.
«The sheer quantity of swarming enemies on the screen and the way they interact by climbing over one another to reach areas that would be safe in other games is unique to World War Z. I would say it truly defines the game.
Graphics - Resolution, Windowed, Post processing, Bloom, Gore, Particle detail, Body decay time, Number of enemies on screen counter slider and camera distance.
From the art direction to the large scale enemies on the screen, these confirm, for us anyway, that someone over at EA loved Kratos.
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.
Visually the game takes a hit being ported over to the 3DS and you have less enemies on screen at once.
There seem to be many more enemies on screen than ever before, though the frame rate fluctuates pretty heavily.
There could be up to five enemies on screen as well as up to seven or more allies that Valvatorez can call on in any particular battle.
Trudging through the Expert 100 Mario Challenge and being faced with way too many enemies on the screen in a cramped space, doors that lead to instant death traps and levels based entirely around springs can be and is thoroughly horrendous.
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.
The game is essentially a beat - em - up sidescroller, with multiple enemies on screen at once.
When there are a squad of enemies on screen in the wasteland there may be frame - rate drops depending on your hardware, but I didn't come across any that significantly impacted gameplay.
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).
It's not a style everyone will appreciate; some may find it too difficult to pick out specific points or enemies on screen for example, but for those it clicks with, the presentation will be one of the high points of Dog Days.
Chances are performance during these battles will be similar to Hyrule Warriors Legends running on a New 3DS, with fewer enemies on screen at once compared to its big console brethren.
You can start micromanaging them by having them fight different enemies on screen or flick them upward to grab onto the huge roots of a plant that contains a hidden cache of fruit!
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.
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