Sentences with phrase «makes shooting enemy»

Maybe it's thanks to the deliciously crunchy sound effects, which makes shooting enemy vehicles so satisfying.
A lot of the visuals and game mechanics have been imrpoved upon with this new N.O.V.A game as well as the addition of features like real - time shadows and ragdoll physics to make shooting enemies more enjoyable when they bounce off stuff from being shot numerous times by you.

Not exact matches

Archeologists tell us that in Paul's day, some of the arrows and spears had tips made of some sort of combustible material which was then lit on fire and shot or thrown into the enemy forces.
Those results were used to design a first - person shoot»em up game that could choose to make enemies appear in places where they would be either easy or hard to see.
To understand how humans make moral choices, researchers asked subjects to respond to a variety of moral dilemmas, for instance: Whether to stay and defend a mortally wounded soldier until he dies or shoot him to protect him from enemy torture and enable you and five other soldiers to escape unharmed.
Combat is unfulfilling and tedious (the rag - doll bodies are about the most satisfying part) and generally consists of endlessly having to reload whilst you try and make - up for the non-sensical mechanics (e.g. tell a merc to shoot an enemy that is running towards them, and if the enemy passes out of sight for a second (e.g. to run around a tree) the order is cancelled and your merc generally ends up dying unless you continually re-tell him to shoot the target.
These searchers, then, are a motley crew, making use of multiple magics, bible passages as much as native spirit chants, along with some sharp shooting, in order to rescue the stolen girls and defeat their enemies.
Shooting enemies or destroying them with your supernatural powers is far easier than engaging them in swordplay, making any scenario throughout the game a cakewalk.
The slow motion «Dead Eye» system of lining up shots in «bullet time» is back and Rockstar reps made good use of the mechanic to fill enemies full of holes, rescuing the kidnapped Bonnie.
It also makes the game trivially easy at times as enemies are mostly slow, lumbering targets that occasionally shoot slow, lumbering projectiles that are easily shot from the sky.
This is the type of thing that could have been fixed by simply not allowing me to target an enemy if one of my units is in the way; instead, I'm forced to stop and make sure I'm not going to kill my own guy every time I take a shot.
Shooting, stabbing and otherwise annoying his way across the Marvel Universe has made Deadpool his fair share of enemies over the years.
This makes the ghost levels more strategic as you can either search for a special weapon that gives you ten shots to attack ghost enemies or ignore defense and rush to the stage's finish.
You control a ship that repeatedly makes its way through boxy environments, taking on enemies that chase and shoot, avoiding deadly traps, and collecting scrap to temporarily upgrade your ship's abilities and weapons.
, there are tricky jumps to make, enemies that must be defeated with precise shots, and many times the game requires you to do a mix of both.
The blue team has the power of low gravity, which gives it the ability to latch onto objects (like stray barrels) and launch them at foes or simply shoot a pocket of low gravity at enemies to make them temporarily float in the air.
When playing with AI members you can command them according to your own game plan, which makes it too easy as well, i completed 3 zones of complete map in just few hours by simply doing sync attacks, where you can put marker on enemy AI targets and ask your team to shoot them down at once.
And enemies are too easy to kill to make shooting out a light or using night vision worthwhile.
«Hey, remember the time I made my horse poop on the road to derail an enemy car, then set my cassette player to Aha's Take On Me and shot up everyone inside?»
The online multiplayer experience wasn't exactly smooth since I noticed that lag made some of the player movements a little hard to follow, especially when they shoot an enemy and it simply disappears on your screen.
These enemies must be defeated with your gun in hand so a good aim and carefully placed shoots should make short work of them.
One standout set piece involves a one - take shot in which Banning and his backup crew attempt to shoot their way into the enemy's lair to make an important rescue.
Similar in tone to the Dickey classic, Deliverance, it is a story of survival at all costs in which an American tail gunner, who is shot down over Japan during the final months of the war, ruthlessly makes his way across enemy terrain, heading north, to freedom.
The AI in charge of the enemies has also seen some improvement making them a bit more challenging to fight, although it does still need work as foes are prone to acts of sheer stupidity and bandits tend to stick their heads out way to much, turning what should be a tense, cover - based shootout in a shooting gallery where headshots rule supreme.
The video shows it being used to put out fires, make a mound of crap you can climb, shoot enemies, and even to build a bridge across a huge gap.
- game begins on Xandar, with the Guardians trying to repel an assault from the game's main villain, Kang the Conquerer - the game is all about time travel - bend time during battles with bosses and to solve puzzles - sometimes you can slow down the action to gain a strategic advantage - each character has their own ability and unique animations - abilities have also been expanded with functional emotes - Star - Lord has his trademark gravity grenades and can fly around and shoot baddies with his blasters - he can also use his Walkman to make all enemies and friends in the area dance, allowing him to walk past without a fight - includes fan - favorite characters like Spider - Gwen, who can stop to take a selfie in battle, which can be uploaded online
I just finished Tales of Berseria, the story keep me going, since the game design is inferior to past entries, while combat is more streamlined like with Nier you either make little to no effort or even just leave autoplay, OR you get constantly one shot which if it were playing coop it'll make sense, but constantly reviving the cpu allies, got tiresome, also I might not get it, but it doesn't make sense to me that you get more experience points in lower difficulties, especially when enemy levels are doubled on higher difficulties.
Players must shoot dastardly mice (the main enemy of felines everywhere) in deadly contraptions while also riding and jumping along rails, which makes for quite a frantic adventure.
Up Close and Person will now give your soldier a free shot when within four tiles of an enemy, making hit and run tactics more viable.
In the game, he says, they want to make it so that a combo melee attack is the opener for taking out an enemy, followed by shooting and then flowing into more melee.
Entire buildings can't be brought down, but balconies can be so if you see a few enemies sitting up on a balcony making life hell for your team, shoot out the supports with your gun and watch it all come tumbling down.
This wouldn't have felt quite so bad if it had been done in a way that made every kill feel like a necessity, but it doesn't: you'll set enemies on fire with napalm arrows, stick pickaxes in people's heads, pull them off cliffs and shoot them through the head at point - blank range.
Collecting the Jump power - up will allow you to jump above the surface edge and shoot down those enemies that made it all the way to the top.
Still, there's room to just play around by luring enemies into traps or trying to make tricky shots.
They're also perfectly willing to work with some of the other enemies in the game, like a certain clan of bandits who have mastered parkour which makes shooting them in the face an absolute nightmare.
I did feel that the rest of the combat system was great and Ubisoft did a fantastic job of making enemies not shoot you in the face every two seconds while in the middle of a fight, kind of like what they would have done in real life.
Shooting an enemy in the head isn't always the best idea as it might just make them angrier when their head falls off.
With gameplay very similar to Hotline Miami, you're tasked with making your way through multiple levels filled with a wide variety of deadly enemies that can take you down with one shot.
Because knowing that I'm not a great shot, I've spent upgrade points on making my turret more accurate and increasing its turn speed which makes it better at taking out enemies for me.
Holding L2 / LT and pressing square / X for example makes Batman shoot a large amount of explosive gel to blow up in a wide blast radius to stun or knockout enemies.
Killing enemies adds time to the clock, so when you're running low you can shoot down a few small fries to make up for lost time.
Most impressively of all, there are plenty of destructible environments that are so well constructed to a point of strategically placing destructible objects within a certain radius of each other in order to set off a chain reaction of explosions that you can lure enemies into by getting their attention, making them follow you and perfectly timing when you shoot at the destructible object.
Normal difficulty provides enough of a challenge, although the major differences between each difficulty level being a certain increase in the amount of damage you receive from every enemy, while the damage you deal to enemies is vastly decreased to such a point that you may have to even double or treble the number of times you shoot or make contact with your sword before having the same effect during the insane difficulty level in comparison to the easy difficulty level and in some cases; there are even a greater quantity of enemies to contend with.
The character design is rather varied as characters are referred to as assets as your character is sitting in an immersion chair in full control over an asset with different assets effectively having their own loadouts including a specific weapon to begin with, unique abilities and enhancements such as Collene Deckard classed as an Assassin with a 20 % increase in critical shots to enemies and a 10 % increase in speed who also has a Nanofiber Shadow Skin which makes the assassin practically invisible when in shadow as well as being equipped with a burst rifle and a laser pulse.
Players can also make use of a quick shot, which can push back enemies at the expense of stamina.
You can shoot cylinders to make explosions to kill your several enemies immediately by a blast.
I remember spending hours kicking asses and taking names back upon the game's release and, even though the controls admittedly feel clunky when compared to modern titles, the core gameplay that made Devil May Cry such a standout hit is still very much an addictive romp through crowds of enemies... Even if it did take me a while to figure out how to shoot when on the ground, which necessitates holding a trigger button to aim unlike when you're airborne and unloading clips into the faces of possessed marionettes.
-- fast - paced and combo - centric — fighting involves meleeing, kicking and shooting — dodge attacks and activate Witch Time — Torture Attacks return — new Torture Attack featurs a pair of grinders and a fatality — Umbral Climax meter is charged by successful combos — this turns regular attacks into enormous, screen - sized strikes — send enemies flying with giant, floating fists and feet made from hair — still leaves Bayonetta in very revealing \» outfits \» after these attacks — on location is the back of a speeding harrier jet flying through the heart of a congested city — you \'re being chased by other jets and massive, horrific angels — appearance from Jeanne confirmed — features off - TV play — \» Touch \» mode allows players to control Bayonetta using the GamePad \'s touchscreen [Source: Gonintendo]
The player can also attack flying enemies by pressing the button (if passed to Mario) or the button (if passed to Luigi), making their baby counterparts shoot fireballs, which damage airborne enemies.
Dreadnoughts have been made completely obsolete as we don't shoot at structures any more, triage carriers have little use in a war that doesn't need battleships, and you don't need supercapitals to counter enemy capitals if they aren't fielding any.
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