Sentences with phrase «enemy waves at»

Not exact matches

Sonar systems — first developed by the U.S. Navy to detect enemy submarines — generate slow - rolling sound waves topping out at around 235 decibels; the world's loudest rock bands top out at only 130.
Infantry dissolve into bombed - out backgrounds and balk at inexact selection, and enemy AT and artillery always crouch just out of sight and in perfectly staggered waves, reliably razing your shrewdest scoutat inexact selection, and enemy AT and artillery always crouch just out of sight and in perfectly staggered waves, reliably razing your shrewdest scoutAT and artillery always crouch just out of sight and in perfectly staggered waves, reliably razing your shrewdest scouts.
It's clear from the beginning that a lot of effort has gone into Nine Parchments» aesthetics, skill trees and overall progression, but this comes at a price to what you will spend most time in the game doing: killing wave after wave of enemies, with that becoming less and less fun each time.
Starting with 1997's Dynasty Warriors, these games remix beloved historical and fictional settings into large - scale hack and slash games that involve massive waves of enemies and arm players with explosive attacks that can defeat more than 100 at a time.
Like the original Galaga, Legions throws wave after wave of enemy at the player.
Fortunately, when we're treated to something special like the recently reviewed Lord of the Rings or Guns»n' Glory, neither does our hankering for slaughtering wave after wave of enemies at the base of our towers.
Players protect these crystals by destroying waves of enemies that appear out of ominous portals and follow designated paths toward their targets.The game requires a PlayStation Move controller in each hand to point and fire at oncoming enemies.
Enemies are thrown at Senua in gradually larger waves in the second half, peppered with stronger (and more terrifying) boss battles against mythical monstrosities.
There are waves of hundreds of enemies that attack your base at night and attempt to destroy your Overdrives.
Sure, some of the sequences can drag on at times as you fend off wave after wave of enemies, but overall I was impressed with the amount of variety of the game which is something that can not be said for War for Cybertron.
Raking in a high score depends not only on how many enemies you destroy capable you are at surviving through waves of machines.
Transformers: War for Cybertron takes players to the final moments of the grand civil war that will determine the survival of the entire Transformers race. Fans will be able to explore the Transformers war - ravaged home planet in full 3D environments for the first time, armed with a diverse arsenal of high - tech weaponry and the ability to convert instantly from robot to vehicle form at any time as they engage in heart - pounding battles on land and in the air in this gripping, third - person action shooter. Complete with several multiplayer modes,  Transformers: War for Cybertron allows gamers to play through story missions with their friends in drop in / drop out online co-op, and also create their own Transformers character for competitive head - to - head multiplayer modes, choosing among four distinct character classes, personalizing their characterâ $ ™ s look and selecting from a huge variety of weapons, skills and abilities. Additionally, the game introduces Escalation, a four - player online co-op mode that allows gamers to fight together as their favorite Autobots or Decepticons against increasing waves of enemies utilizing strong teamwork to survive.
Yes, you fight waves of enemies wearing Eden's Gate gear that spout religious texts at you, but it felt only pushed forward so that I would be able to experience my next great scene with one of the members of the family.
It has recently had a new event added known as tap battle which is a rhythm game that has you put your four preferred heroes against a wave of endless enemies that you have to defeat at the right moment by tapping on the screen accordingly.
That's developer Trendy Entertainment's term for waving your sword at an enemy and chipping their hit points away without feeling any particular sense of impact — that's been a focus during development, and in Dungeon Defenders 2 each swing of your sword or your staff feels like it's doing real damage.
Players of Terraria new and old will experience an invasion much like what Dungeon Defenders players have to fend off on a wave - by - wave basis whenever they jump into a match, while those playing Trendy Entertainment's tower defense RPG will gain access to new maps, enemies, gear and the Dryad hero class - for a cost, at least.
It's also a very difficult game, throwing enemies at you in mixed waves to trip you up, and capping off each stage with a fight against a vicious boss.
It's a common occurrence for the game to throw wave upon wave of enemies with sub-par AI at you.
There isn't really anything to confirm that what you're up against is in fact a wave - style system at all, besides seeing enemies constantly respawning until you've killed every last one, but each new set of spawned enemies also forcing a change in the player weapon too.
InkSplosion is a much simpler twin - stick shooter than many others in the market though, as each wave only brings four enemies into play at a time, as well as a hazardous danger line that can section off certain areas, or turn into a clock hand style, laser-esque hazard for you to dodge on any given wave.
We have a set amount of space and there is an endless wave of enemies coming at you.
For a game which describes itself as run and gun, and also mimics older gameplay styles, your default movement is surprisingly slow and heavy, which is irrating when you're dealing with massive waves of enemies who can all run at a fair lick and that like to charge you head on.
To make matters worse X-Men: Destiny loves to throw enemies at you; in fact during the games five to six - hour campaign you'll do little else that fight the seemingly endless waves of repeated enemy types who require no variation in strategy to pummel into a pulp.
Sadly, though, this concept has a few holes in it: first of all there's zero incentive to actually use stealth as just shooting them all works just as well, and secondly it's extremely strange to be asked every ten waves to move back to the building you were just at ten waves before that has now, somehow, gotten re-taken by enemy troops, despite the fact that you're just a few hundred feet down the bloody road.
Attack of the Earthlings is a game that really grows on you; flavor dialogue, weird loading screens, and even the weird way the robotic Mr. Motivatio shouts «encouragement» at the office workers or the human drones waving their arms like crazy to distract the normal humans all work together to flesh out the enemy characters and story in a hilarious way.
In the Resistance mode, the different enemy factions of the game team up against the division agents coming at a team of up to 4 agents in a varied wave, similar to a standard horde mode.
Repeatedly fighting waves of 20 weak enemies at every turn did nothing but bore the living hell out of me and unnecessarily extend game time.
I'm less concerned about the big picture and more worried about surviving yet another wave of tough mobile enemies, relying on the Vault Hunter at my back thanks to the tightest synergy and interplay between classes to date.
The Survival Mode tasks you with surviving for as long as humanly possible in order to earn the highest possible total score from surviving as many waves as possible and killing as many enemies in the process as possible too which is certainly easier than it sounds as hordes of enemies from throughout the game will run straight at you with the express purpose of killing Major Fletcher as quickly as possible with a new wave spawning within seconds of killing the entirety of the previous wave.
Each mission has you essentially raiding an enemy stronghold, mowing down waves of aliens and taking on a big bad at the end of it all.
One minute you'll be crushing everything in sight, the next minute a wave of enemies will ride into battle so thickly that you'll be left staring at a lengthy loading screen.
The 3D beat»em stages play much like a hack and slash mode where you will have several waves of enemies coming at you and your character must fight off the enemies and reach the goal at the end of a long stage.
Just like other Tower Defense games, you will have a selection of «towers» at your disposal to destroy waves of enemies with as well as plenty of upgrades.
The more pellets you have, the better able you are to survive the waves of enemies thrown at you.
At the beginning of a round, each Inkling is assigned a weapon at random and tasked with taking on waves of smaller enemies, with the occasional bosAt the beginning of a round, each Inkling is assigned a weapon at random and tasked with taking on waves of smaller enemies, with the occasional bosat random and tasked with taking on waves of smaller enemies, with the occasional boss.
Running from section to section fighting off waves of enemies is fun at first, but soon grows old.
The reason for this is that stages are basically a string of small rooms or areas with encounters that'll throw waves of enemies at you with the occasional boss thrown into the mix for good measure.
Enemy fire can kill other enemies so lining up a shotgun shot aimed at you to take out a wave of guards is a viable, and useful, strategy.
Story is pretty much non-existent as you're simply tossed into one of the twelve reasonably design levels with the simple goal of surviving however many waves (up to ten) of enemies there are, purchasing new gear at trader pods between waves.
Gameplay: In Castle Crashers, you start out with four playable characters (or five if you have alien hominid, in which case, he will be playable from the beginning as well) each have their own special power, and who you choose may easily change the outcome of how you fight, tho in general, you will be going left to right, killing waves of enemies that come at you, and a boss at the end.
Fortunately, when we're treated to something special like the recently reviewed Lord of the Rings or Guns»n' Glory, neither does our hankering for slaughtering wave after wave of enemies at the base of our towers.
The game tells you where the enemies are coming from before the wave starts, which in most levels can be from any direction, which might seem challenging at first if you have all defense focused on just one side.
Rather than simply offer a few sporadic enemies here and there, Hard Reset throws waves of baddies at you around seemingly every corner.
There is the Waves game mode, which sends enemies at you in a series of thirty groups that you must fight off to stay alive.
The Rig is a cool idea, and adds an interesting perspective to what is an otherwise pretty standard third - person shooter where waves of enemies come at you again and again, but even that brightest spark falls apart in execution.
Wave after wave of enemies come hurtling at you from all corners and you simply have to get the hell outta the way, lest they take you down with a single hit.
I did also try out the co-op mode which is similar to Horde mode with waves of enemies coming at you needing killed.
Instead of making your way through levels, pounding baddies along the way, Kung Fury instead throws an endless wave of enemies at you that you take on using left or right on the directional pad.
Since the game can not support more than a few AI at once, the enemies are dispersed out of thin air and appear in waves as you defeat them.
In any case, the new strikes are pretty fun, along with the Escalation Protocol mission, that throws wave after wave of enemies at the player.
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