In it, players take control of a veritable army of superheroes that swarm over their targets, occasionally transforming
into huge weapons capable of administering uber - powered attacks.
Not exact matches
He was falsely accused, arrested, slapped, spit on, had His beard pulled out of His face, sent to court where though no guilt was found was sentenced to be beaten to within an inch of HIs life, struck with rods, whipped with a
weapon that had sharp bones and different pieces tore large chuncks of flesh off, drug back to court wearing a robe which when the blood dried to it became its own bit of torture, the first beating not good enough so sentenced to die, had a crown of thorns pressed down
into his skull causing much more blood loss, beaten some more, forced to carry an extremely heavy wood beam as he marched toward His death, whipped and beaten along the way, had
huge nails driven through His hands and feet, and had a shoulder separated.
It is games like this in which the talents of Giroud can be most useful, as we can use the width of the pitch and get balls in the box to exploit his size and power in the air, while his strength and ability as a target man to hold the ball up and bring other players around him
into the game is a
huge weapon.
Weapons that fit
into the «technical» category are a little trickier to handle — but they have some very impressive results, with
huge damage output and in one instance some significant passive buffs for the rest of your team while the
weapon is in use.
Although the core experience in both modes is about getting
into a
huge mobile
weapons platform, joining a squad and waging war in a fictional Eurasian territory called Neroimus, the single player campaign isn't really a traditional adventure.
And of course as an entire species we've successfully expanded the simplistic concept of violence
into something for larger, creating horrifying
weapons and waging
huge wars.
While the experiences you face are
huge WWII battles captured with appropriate grandiose backdrops, the only chapter that truly stands out is one where you don't fire your
weapon at all — an infiltration mission that takes you deep
into the heart of Gestapo HQ.
On a big, soccer - like field, a
huge ball of stone has to be pushed
into the enemy goal with your mighty
weapons.
There's also a
huge bomb
weapon that you'll struggle to avoid, but it is possible by shunting someone else
into it or by pulling off a last - ditch dodge.
A
huge amount of location variety, a massive boss fight, and a Rasputin melee
weapon are just some of the elements that are going
into making this a memorable patch.
The people in charge of compiling the artwork at Bungie could have just filled The Art of Destiny: Volume 2 with artwork without offering a literary input, but there has clearly been a
huge effort to put each piece of artwork
into words to bring Destiny fans closer to the creative processes behind the storyboarding and artistic approach to every character,
weapon and environment situated in Destiny's gigantic universe.
Other challenges include weaving through waves of traffic, trying to continually boost or drift against a clock, and some boss fight style races that have you pumping
weapons into huge, tank - like enemies.
My personal favorite has been slide kicking mutants
into the air firing the Screamer's charge
weapons which fire off a Roman Candle
into their butts resulting in a
huge explosion.
Rather than players spawning or dropping
into the map at random points, most Minecraft survival games servers pay tribute to the blockbuster franchise by spawning players in a circle around a
huge cache of
weapons - when the timer hits zero it's anyone's game.
Honestly you could probably just turn any of the Vital Suit
weapons into a Great Sword or Hammer or Lance since they're so
huge to begin with.