Sentences with phrase «for enemy design»

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.
Originally designed for troops to kill enemy fighters, the weapon became the military's M16 and the shorter M4 carbine.
The early church not only preserved the account of Peter evangelizing a Roman centurion, but also told of how Peter convinced skeptical church leaders that it was God's design for him to embrace the enemy.
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.
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The mask comes in a lot of different designs for anything you might want to be to your enemies on the battlefield.
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.
Enemies and boss fights are bland, but this is more than made up for by excellent level design, hilarious dialogue, loveable characters, and an expertly realised, brilliantly Australian world.
The combat is stupidly easy and as badly designed as MC Hammer's trousers - timing kill moves or complex combos together is rendered fun - free, as you're held by the hand all the way through by giant yellow «Y» icons that flash over an enemy when he's ripe for a kill move.
New level designs, new enemies, new bosses with the same great style of game play and better visuals is perfect for me.
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.
There are specific maps and levels designed for a certain task or mission you are assigned to but the levels are beautifully crafted and made where each section of it is tailored to give the player a scare of unexpected enemies and / or side task that you can complete.
The weapons are nicely designed and fit with the afghan setting but provide little recoil making it a little easier to use Assault Rifles for long range encounters with the enemy.
o New controls, mechanics and enemies designed specifically for PlayStation Vita.
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.
After all, it has so much going for it, from the impressive cast of enemy fodder to the nostalgic defined visuals and the well - paced level design.
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.
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.
Shadow Warrior 2 also tries to improve the replay value for some of the story missions by making each of the level random, so while the core mission will remain the same, the enemy variety and level design can change on each subsequent visit.
And for every instance of jarring level design or incongruous enemy placement here, there's the odd brilliant boss fight — not least Looking Glass Knight, which is one of my all - time favourites.
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).
Unfortunately, lowering the difficulty doesn't help with the bad shooting mechanics, the poor enemy AI, or the recycled level design, but the story was interesting enough for me to power through to the end.
This is especially true when focusing on the blocky character designs and unusual animations for both characters and enemies.
For Gaijinhunter, the limited usability of special armor helps ensure that players will show off armor sets crafted from their fallen enemies and ensure diverse character designs within the higher ranks.
Rather than produce a screen - for - screen remake of the 8 - bit original, the development team was careful to take inspiration from various situations, locations, boss battles and enemies in an effort to reformulate an entirely new game design around them.
Level design is outstanding, with lots of shortcuts and verticality baked in, allowing for squads to flank the enemy or avoid encounters.
While the rest of the game looks mostly decent for a nostalgic 8 - bit RPG callback (except for the fact that the game is too zoomed in for my liking), the enemy designs are a major disappointment.
It includes most of the aforementioned tracks, as well as «Django Jane,» a contender for the year's defining rap single, with its ferocious flow and David Axelrod sample, delivered on screen in an echo of vintage Public Enemy with gender - fluid 1960s Nation - of - Islam costume design.
«Level design has an important role in this balance of fair difficulty, so I spend most of the time playing my own games, making sure there are enemies placed for the player to learn or loot, places where the game becomes exigent, and places where the player can take a breathe.»
While Smash Run still has a generic design for the level at the very least adding enemies from other Nintendo properties add more charm into it.
Giving team mates ammo, healing them, spotting enemies and marking them, repairing vehicles, blowing up objectives, keeping the enemy suppressed via the improved suppression system which blurs their vision and so much more nets you beautiful points that unlock various gadgets and upgrades for the four different classes in the game, each of which is designed to be used in unison with each.
Although the user interface frequently left me questioning the sanity of whomever designed it and the infuriating streaks of iffy RNG left me hurting because enemies suddenly became impossible to hit, I kept going back for a bit more punishment.
Like Syndicate's Evie Frye, these pieces are assassins, designed to be a single, terrifying blade to the throat for any visible enemy characters, or one of the assassination targets that spawn randomly.
Testing the Siberia 200 came at just the right time as Star Wars: Battlefront delivers some of the best sound design I've heard from a game ever, while Rainbow Six: Siege places a lot of emphasis on using sound to not only pinpoint the enemy, with the thud of boots alerting you to their position, but also to create tension for the defenders as they listen to the enemy slowly advancing.
Features One Button Action — easy to learn, hard to master gameplay designed to use one action button and the Directional Buttons / Left Stick for movement Mambo Multiplayer — roughhouse up to four of your friends / enemies in 25 stages of «Mambo» Flimsy Architecture — breakable environment for reactive gameplay Loser Rail — the feature designed to give you a second chance, for those of you not good enough to win Solo Mode — 70 + Singleplayer stages designed to test your might Survival Mode — Survive the endless waves of Personal - Space invaders as they try and breach your personal space Play with up to four players on one Nintendo Switch ™ system Colour Accessibility — Enhance player visibility, by editing a palette of player colours that best suit you More updates to come!
Level design is far more open, allowing for multiple strategies and varying enemy AI to adapt in real time and make each encounter feel unique.
There's not much life or charm to the stage designs, and that goes for many of the enemy designs, as well.
Many of the enemies are taken from other Metroid titles, with classic enemies converted very well into the 3D design — even their attack patterns haven't changed, and for the most part have been designed to look as much like the original designs as possible.
Unfortunately though, things don't get massively better for BLEED in the other game modes available, and once more it's nothing to do with level design, enemy placement or a let - down of the controls, but with the overbearing enemies.
Troll is so overpowered that there rarely a time when you want to switch to Otto for combat, except when facing enemies that have clearly been designed to avoid all of Troll's large, lumbering attacks.
Level design is outstanding, with lots of shortcuts and verticality baked in, allowing for squads to flank the enemy or avoid encounters.
For Zestiria, they opted for a more conventional approach, designing the environments and the enemies to scale and keeping the camera in the familiar third person positiFor Zestiria, they opted for a more conventional approach, designing the environments and the enemies to scale and keeping the camera in the familiar third person positifor a more conventional approach, designing the environments and the enemies to scale and keeping the camera in the familiar third person position.
The most surprising feature for me was the ability to design your own enemies, so if you're an old Star Control addict like me you can edit enemies so you're fighting Ur - Quans, and other favoured bad guys.
It is designed for players to call on fan - favorite Disney characters, which will help players as they engage with enemies throughout the game.
My favorite was probably going back to the level which was designed for stealth and instead climbed a tower and sniped every single enemy on the level.
I have to give credit to the development team for RE6 for coming up with some unique enemy designs when compared to RE5.
It's the only game I can recall playing where there were no enemies present, and yet the smart game design pulled me in and I was playing it for some time before I even realised it was so.
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