Sentences with phrase «human enemies»

Sound is also pretty generic, with human enemies making basic zombie - like noises while mechanical ones have no real personality to their audio design.
Large sections of the game have you fighting human enemies in corridors similar to Uncharted, and with some mediocre AI and visuals, they get boring fast.
The lack of depth to the combat system means that fights become repetitive and the introduction of human enemies doesn't really add to this.
Players will end up doing battle against human enemies who can be killed with one or two well - placed shots.
There are of course human enemies as well some with the same suits as you and some are heavy tanks.
Fighting against human enemies is notably different than fighting against aliens, as the former always try to overwhelm with their sheer numbers.
It'd also be great to see more human enemies as well as the infected.
The episodes gradually become harder and harder as they introduce the different zombie and human enemies from the main game.
It's kind of strange to see human enemies dissolve also.
In addition to battling human enemies you will also encounter giant sea monsters, but these formidable foes can be avoided by only travelling during the day.
There were multiple endings, variety amongst zombie and human enemy behavior, and the franchise generally felt like making strides forward with each iteration.
There's just no sense of danger when you're facing off against human enemies because you feel like a one - man army capable of blazing through hundreds of them.
There is a noticeable difficulty curve with human enemies compared to T - virus enemies.
You'll collect a bow later on, just as human enemies enter the picture.
When you defeat human enemies, they're not dead, but they can be drained to get a little extra loot from them.
It's a known fact that the friendly AI is weak, but the game does have some intelligent human enemies.
At least it makes enough difference so you can successful fight most human enemies.
Standing in your path are hordes of human enemies wielding guns, bats and riot shields that would love to turn you into scrap metal.
Well, the undead can be used as weapons to distract human enemies.
It's worth it, though, especially for the later game, as it allows you to instantly take down the bigger human enemies, including those that carry the powerful weapons.
Furthermore, guns need to consistently matter, even when you are dealing with human enemies.
One particular area of improvement is seen in the artificial intelligence of human enemies.
The Snake mullet dude found himself confronting human enemies on a quest to exterminate every living thing inside the hospital, before it all very naturally exploded into the stuff you'd normally see during a shroom - induced stroke, before he was finally cornered by the now - apparently - supernatural hospital security... while in the background...
Players «traverse through city ruins and use a machete to kill human enemies in melee - style combat,» accompanied by «realistic gunfire, slashing sounds, and cries of pain.»
Axii can calm animals and stun enemies, which is particularly useful against human enemies using shields.
Dragonbone Hammer Location: Shops Headsmacker — kill 100 enemies with flourishes (extra knockdown vs. human enemies) Dragonfire — kill 150 enemies with an unwoven Fireball spell (+ flame damage) Overseer — drag 8 villagers to work (+ 14 extra damage) Value: 8200
Characters mostly use swords or guns to attack enemies; Jonathan can also rip out the throats of human enemies by stalking and biting them.
brand of terror juxtaposes brilliantly against the hilarious ways you can kill zombies or human enemies during normal gameplay, like putting novelty masks heads on their heads, or filling the floor with oil and watching zombie hordes tumble all over some marbles.
The new screenshots, which can be found below, showcase some of the new characters players will meet in the new story, such as Hidetoshi Toyotomi, new Yokai, new human enemies, new Guardian Spirits, the new The Abyss mode and more.
This session describes the changes that Guerilla made to switch from having to support a single human enemy in closed corridor spaces to a game with more than 25 wildly different characters in a large open world.
There is also WAY too many human enemies, considering this is the apocalypse and human settlements are few and far between you kill circa 200 humans, and maybe fewer than one hundred zombies.
Cores allow you to augment your character so that they do things like add more melee combos, hack into opposing machines to either disable or turn them against each other, make human enemies spontaneously vomit in the wide area of effect, or even rip the core cell out of a robot and use it as an explosive.
Against day zombies which move incredibly slow, it's not a huge problem, but as you face off against the quick night zombies or even human enemies, you'll more than likely have to be more tactical and stealthy.
Fighting human enemies feels as turgid as it does in the likes of the rebooted Tomb Raider (a series Horizon draws from with its smooth climbing mechanics and on - the - go arrow crafting), but machine combat is a revelation.
The heroes in the kingdom of heaven are generals who won battles over the devil rather than over human enemies.
This feature works surprisingly well, highlighting audio tracks for NPC and human enemy sounds.
There are also non-dead human enemies, such as looters and bandits, and it's lots of fun to lead them into a pack of zombies.
While shooting human enemies is occasionally necessary, it's almost never a good idea to cap zombies.
Blasting them to pieces just feels brutal, even more so than fighting human enemies who tend to be a bit too squishy.
Crysis drops nano - suit wearing super soldiers onto a tropical island where, after fighting mundane human enemies, strange aliens emerge as well.
Even though he's supposedly a gifted being able to cast electric attacks out of his hands, Zachariah sure feels like he's constantly against the odds as he battles many of the game's generic human enemies.
Each weapon provides different effects based on the enemy type (Plasma Rifle is weak against human enemies yet strong against robots) as well as range along with a few other factors.
As a Witcher, Geralt carries around two blades at all times: the first is a plain blade for dealing with regular human enemies, while the second is a blade of silver specifically made for killing enemies.
Combat is terrifying and intense as aggressive mutants and human enemies attempt to kill you.
Combat involves tense third - person cover - based shoot outs with increasingly hostile and powerful human enemies; while these sections started off drab in the opening acts, I found myself more engaged in the gunplay when I upgraded Joyce's time - manipulation abilities further.
With turn - based battles against fantastic monsters and conniving human enemies, magical spells to conjure in sticky situations, a gorgeously rendered 3D map representing the journey, and the option to play as either a male or a female hero, the games turn Jackson's original gamebooks into dynamic role - playing adventures unlike any that could exist in traditional book form.
The mix of AI and human enemies means even the most ham - fisted player can rack up some kills.
The game also adds human enemies which, much to my surprise, don't detract from the experience.
While shootouts with your typical human enemies are a delight, fighting against The Order's antagonists — referred to as Half - Breeds — is another glaring defect in the game's design.
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