Sentences with phrase «hit the enemies without»

The graphics are clearly outdated, the slow - motion shooting is great but it seems like you have to depend on it too much, you can hardly hit the enemies without the slow - motion effect.
The fully 3 - D battle system allows Chain Attacks that happen automatically when an enemy is surrounded by two or more allies; in these situations, each ally can hit the enemy without risk of counterattack.
s Chain Attacks that happen automatically when an enemy is surrounded by two or more allies; in these situations, each ally can hit the enemy without risk of counterattack.

Not exact matches

«Syria is being exposed to a new aggression with some military bases in rural Hama and Aleppo hit with enemy rockets,» an army source was quoted as saying without elaborating.
It's a bit disappointing watching enemies appear from nowhere, when the filmmakers could have easily created the climax without them, hitting the same crucial story beats.
You can choose to go back and play on a harder difficulty, but it's still either eliminating all enemies or hitting some switches to progress to the next level, without the compulsion of multiplayer.
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.
Those skills rely on specific conditions being met in the game's levels — one might require completing a stage using a specific weapon, another by shooting a certain number of enemies without taking a hit.
When the player masters the timing of countering incoming foes, dodging them, and manage to take out a few of them in succession without getting hit, Batman goes into a sort of free - flow combat mode, this makes the super hero even more supercharged as he becomes able to more across wider gaps between enemies and his fists hit with more devastating power.
If you finish a wave of enemies without losing your combo and without getting hit then you'll achieve a «perfect scene», which of course the audience just loves.
The Naginata provides heavy hitting attacks that hit a wide range of enemies, body parts on large Oni, but also allow for players who use Speed and even Might Mitama to hit their enemies as hard and as fast as possible without ever having to slow down in order to assist in bringing enemies down quickly.
Yeah, it's cool that you can enter most buildings without hitting X first, and useful that enemies are now marked on the minimap when you're close enough.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
Second, would be you can't kill an enemy without doing a «finishing blow» (also known as Finish Plus, if you don't believe me attack an enemy without doing your two finishing moves against a boss, it won't end until multiple hits).
After players have grown used to the new combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous game, which is the by - product of the revamped equipment system and the fact that you never need to heal outside of combat; your party is automatically restored to full health and status after every encounter (except for a few gauntlet - style fights) without demanding any consumable items from your inventory.
Everything is always scary at first — the new enemy types will present new problems, like status effects, or area of effect damage, or burst so high it'll kill someone in one hit without something to mitigate it.
Finally, there is no longer a defensive portion of combat — if you have a defensive item equipped, it will soften the enemies» blows for a set number of hits / time without you needing to do anything.
The goal is to eliminate all of the enemies in each level as quickly as possible and without getting hit.
Also worth mentioning is «Witch Time,» which is essentially Bayonetta's version of bullet time — enemies move in slow - motion for a few precious seconds, allowing Bayonetta to beat on them without fear of being hit herself.
Killing enemies in quick succession without getting hit will give you a multiplier bonus, More points mean more cash.
I could literally plough straight into them to defeat in a single hit, without a care in the world for alarming nearby enemies since each enemy was contained in their own solitary alcove.
Without this shifting ability, even the weakest of enemies would be more powerful than you: you can only take one hit before dying.
Without keeping your captain fully stocked on potatoes and gerbils, there's going to be a majority of the time when you're not operating at 100 % efficiency and may only have a fraction of your life bar to work with, where even standard Wanderer enemies can knock you down in just a few hits.
If you train heavily on Stealth skills, your pistol becomes able to deliver one - hit kills over a few dozen meters, you can remain nearly completely invisible for long periods, you are a silent killer who can sneak up and kill two enemies next to each other without anyone else knowing.
The Challenge Mode offers tasks based on coins, 1 - ups, and specific objectives, such as stomping a series of enemies without hitting the ground.
The needed precision to pull of a Skyward Strike and hit an enemy's opening could have been a nightmare without a good calibration mechanic.
The main problem, though, is the inconsistent hit detection, to the point where sometimes an enemy will cause damage to Rastan without even coming within a character's length of him.
Sending you against enemies that can kill you in three hits without a proper tutorial or weapons, sporting confusing level design that relies too much on backtracking to be fun, and an overall lack in the variety of enemies or loot drops that makes the latter levels so memorable.
Something that made sense on the PSP's tiny screen was an aggressive lock - on that would snap your camera to an enemy without any sort of delay when you hit the button to activate lock - on — but on a bigger screen, it feels jarring.
I found myself failing without hitting obstacles, learning later that all enemies on screen (except stars) have to be shot.
You can hit most enemies with melee attacks without having to worry too much about getting killed.
There's also The Doctor's hacking skill — hacking certain terminals starts up a minigame in which you have to move around a board without getting hit by enemies.
The idea is to chain together different moves without taking a hit, and if you're successful you're rewarded with special momentum attacks that take out multiple enemies at once.
Killing enemies without being hit increases your multiplier for increased score.
He recently embarked on a journey where he hoped to complete the entire game without getting hit by a single enemy.
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