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 scout
at inexact selection, and
enemy AT and artillery always crouch just out of sight and in perfectly staggered waves, reliably razing your shrewdest scout
AT 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 bos
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 bos
at 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.