Conversations must remain conversations and not turn
into gunfights.
They don't necessarily walk
into gunfights, but they do travel to unfamiliar parts of the world that make them just a little bit anxious.
You can't walk
into a gunfight with a knife... or a 3D printer.
I can not say with a straight face that anyone should willingly go
into a gunfight armed with only a knife.
The inaugural Baltimore Grand Prix lived up to expectations as tight corners and limited passing opportunities turned the streets
into a gunfight...
No matter what your loadout is looking like, getting
into a gunfight with another player is one of the most intense situations in video games right now.
Because all these things blend into each other — you can crash your car, then get
into a gunfight that ends in an epic fistfight.
When getting
into a gunfight, it is essential that a player knows how to quickly navigate through their weapons so that they can quickly switch to the weapon that is desired.
This ensures that there is a higher chance you won't get
into a gunfight while in the storm, and also allows you to predict the general location of players as they will be moving towards the circle.
Gene Hackman (John Herod) doesn't accept Cort's new identity (he thinks he's a fraud) and forces
him into a gunfight.
Not exact matches
There is footage in the film — of
gunfights, of meth cooks, of night expeditions
into the hills along the U.S. - Mexico border — that would not be possible with the cumbersome cameras and crews of the past, with Heineman essentially going on ride - alongs as heavily armed vigilantes go about their business.
Barry (Bill Hader), having already murdered his Marine friend Chris (Chris Marquette) to keep him from turning himself
into the police over their roles in the
gunfight with the Bolivian cartel members, got even further away from his self - justified delusion of only killing «bad guys.»
He also wanted to find a new way
into the genre while embracing all its tropes — the
gunfights, the train robberies, the father - son conflicts.
Whatever tenuous grasp on our attention it still manages to hold falls completely apart in a ridiculous
gunfight sequence, and a final summation to the mystery, featuring over-the-top acting that sinks the entire film
into the realm of the absurd.
What starts out as a rescue mission soon turns
into a 24 - hour nightmare loaded with
gunfights, car chases, a really random celeb cameo, a fantastic hallucination set to an iconic 80s song, and one blitzed - out appearance by a dreadlocked Will Forte.
Ultra-chic expressionism and over-the-top aesthetics is all Underworld offers, so this is strictly targeting a niche market of vampire fetishists, relentless gore and
gunfight lovers, or those solely
into completely visceral cinematics.
There are a number of ridiculously long single steadycam shots, following characters inside and outside buildings, through
gunfights and
into vehicles.
There are no social obstacles to hurdle here, which allows Clint Eastwood to do his thing, getting
into fistfights,
gunfights, witty banter with the ladies, and monosyllabic conversations with the powers that be.
Gunfight involving many people, two men fall
into fire and are burned, many others are shot and started on fire.
Unfortunately, the clunky control scheme and frequent framerate stutters transform intense
gunfights into frustrating slogs that only the most diehard Borderlands fans would bother to put up with.
The Scorch Trials does end in a rather intense
gunfight that, while wholly predictable given at this point in the film anything fits
into that category, by comparison feels quite thrilling.
The boy tries to rope Billy
into avenging his father by killing said uncle, but finds his romantic notions of the
gunfighting outlaw are false.
A vicious tale of survival and the ignorance of youth tempered
into adulthood, Lara's reimagined origins build a captivating synergy between environmental puzzles and
gunfights that more than stand their ground in a post-Uncharted world.
The early guns are so incredibly un-accurate that
gunfights turn
into a case of luck.
However, my main gripe with this game is when it takes the choice away from you, when it forces you
into large
gunfights or UAV's it really detracts from the experience and goes against what the rest of the game allows you to do.
Gunfights are a mixture of fight and flight that devolve
into a whirlwind of dodging and blasting.
When the guns start firing though, Leviathan loses its edge and quickly turns
into the same stop and pop
gunfights against the same enemies you've killed hundreds of times throughout the base game.
I can never get enough of the
gunfights in Max Payne and whenever you take down the last enemy you get this slow motion kill cam where you can just keep pumping rounds
into the guy until he falls and it is just awesomely gory and satisfying.
When Nate comes
into a clearing with crates strategically scattered about, you know a
gunfight is about to break out.
While you might favor a stealth approach to avoid conflict, other players could go
into planned
gunfights to get the job done.
If you mess up sneaking around some guards, you'll find yourself being forced
into an unwanted
gunfight.
Little could actually be done with hacking; we were forced
into numerous
gunfights and, further, non-lethal takedowns were brutal and violent.
On the deck of a huge military tanker, still breathless from a recent
gunfight, the greatest spy in the world finds a wet Cardboard Box, folds it up, and slips it
into his bottomless pockets.
Missions largely revolve around taking cover and participating in
gunfights with groups of enemies, but The Division throws some nice variety and intractability
into these combat scenarios.