Sentences with phrase «more enemies on screen»

The visuals and new battle system combine during boss fights to make for a wonderful experience — many more enemies on screen than was possible on PlayStation 3, many more attacks and effects present, and of course all in that beautiful cel - shaded art style the original was famous for.
Great graphics with more enemies on screen than in past SW games.
There has been some loose evolution in that course of time, but it's mostly technologically driven, with newer systems allowing for more enemies on the screen at once or for more vibrant locations.
And this time around players will fight even more enemies on screen in single encounters, making for some truly epic and challenging brawls that will have players using all the tools at their disposal to quickly dispatch the opposition.
«We've also utilised the improved performance of the engine to bring more enemies on screen at once, so players will contend with a lot more stuff happening in this game.»
Book II is definitely the superior game, with slightly improved graphics, more variety in the soundtrack, and more enemies on the screen.
Living World — PlayStation 4 players will experience an even more engaging saga with highly detailed landscapes and breathtaking skies that reflect true to life lighting and shadow effects and battlegrounds packed with significantly more enemies on screen.
This allowed the team to spend extra memory and performance budget in other areas, which ultimately resulted in gameplay enhancements, including more enemies on screen, better weapon visuals, and more «badassery» across the board.
There seem to be many more enemies on screen than ever before, though the frame rate fluctuates pretty heavily.
There has been some loose evolution in that course of time, but it's mostly technologically driven, with newer systems allowing for more enemies on the screen at once or for more vibrant locations.
Ys: Memories of Celceta — Vita — An extensive reimagining of (and pseudo-sequel to) Ys IV, one of the only Ys games never before released in the west, this title puts more enemies on screen than ever before and features the largest, most non-linear overworld in Ys history, boasting superlative graphics and a triumphant evolution of the fast - paced gameplay that has made this series a timeless action RPG mainstay.
There seem to be many more enemies on screen than ever before, though the frame rate fluctuates pretty heavily.

Not exact matches

Another standout sequence in Public Enemies is more effective for comedy than suspense, and involves Dillinger's reaction in a movie theater to an on - screen announcement warning the audience to be on the lookout for him, America's «Public Enemy # 1.»
It takes a great deal of trickery to make such a farfetched premise fly, so credit director Tony Scott (Spy Game, Enemy of the State) for keeping the action and drama moving at a brisk enough pace to keep out minds engaged more in the events as they unfold on the screen, only realizing that, in the end, it doesn't quite hold up to close analysis.
The turn - based approach Fire Emblem is famous for is gone in Fire Emblem Warriors, and in its place you'll find hordes of enemies to cut your way through (in real time, naturally), screen - filling special moves and a surprisingly deep character development system which not only allows for levelling - up, but permits you to augment each protagonist's abilities on a more granular level, such as selecting and improving their weaponry.
Technically, any game with this many enemies on screen is bound to have framerate and clipping issues, but Van Helsing suffers more than most.
E Online — They're enemies on screen, but in real life, The Walking Dead stars Andrew Lincoln and Jeffrey Dean Morgan couldn't love each other more.
This is more an aesthetic and less a gameplay issue because you can always refer to your map on the bottom screen to identify enemy locations, but it can be a little jarring to see enemies seemingly teleporting into the path that you're running.
It should now more instantly kill anyone in its falling path • Fixed a hang in terrain streaming, causing the user to get stuck on black screen under special circumstances in Singleplayer • Fixed a problem where the enemy would not be able to get a roadkill on a user that was using the SOFLAM • Fix for soldiers disappearing in the mortar killcam • Fixed Laser Guided Missiles missing their targets if the target is moving too fast • Fixed a bug with terrain destruction not being reset on Operation Metro.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few enemies on - screen at a time.
Of course, better upgrades cost more money, and so being miserly early on will help out in the long run as more and more enemies pile onto the screen.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
This causes dungeon battles to blend more seemlessly with exploration as a result of enemies simply popping up on the current screen with no need to load a seperate one for fighting.
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the left analogue stick or alternatively pressing left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
The whole game feels more responsive, and barring a few drops here and there, when more enemies are on the screen, there's no reason to go into the options menu and turn on the 30 fps lock.
The use of an open - world, the (admitedly) impressive number of enemies on screen, and running at a smooth 60 FPS could justify some of those aspects, but sadly the game is locked at 30 FPS, making the experience feel barely more gratifying than playing a good remaster of a game from the previous generation.
The style keeps you coming back for more though; my 12 - month - old was laughing and following Shantae all over the screen as I was jumping on flying carpets and knocking out enemies, so that counts for something.
* A New Way to Experience the Critically - Acclaimed Ghost Recon Series o Eye - popping 3D cutscenes and in - game effects, where enemies and objects appear to be jumping out at you o Use the Touch Screen for quick and easy mini-map navigation * Try to Thwart the Ultranationalists» Evil Plans in a Deep and Credible Tom Clancy Scenario o Explore various environments with an Eastern European flavor o Story mode with 37 missions for more than 30 hours of gameplay o Unlock 20 challenging «skirmish» missions with 3 levels of difficulty * Train and Manage the Best Special Ops Unit o Choose among six unique classes, each with their own special skills: Commando, Sniper, Recon, Engineer, Gunner and Medic o Unlock new skills and equipment by progressing in the game o Equip your ghosts with the most advanced combat gear - and even drones * Challenge Your Friends — Eleven one - on - one duel maps on a single 3DS that let you determine who the real special ops squad leader is.
Here the screen will split evenly and you'll work together to take on the enemy, which mainly consists of colourful pinatas and wicked clowns, although in truth there are many more enemies which will spawn your way, including a large «carebear» style teddy bear which will hug the life out of you unless you escape its evil grasp.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
It's just that looking at GOW, HZD, UC4, etc, I feel that with great jump in power, devs might just add a bit more textures, improved AI, enemies on screen, destructive environments, etc that will take a good hit in the power.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
I think it's more a matter of personal taste really, but I get the impression that this title was focused more on efficient running, tighter gameplay and getting as many enemies on - screen at once — there do seem to be more than ever before.
These power - ups range from simple health packs and more power for your weapons to major bonuses which unlock things like shock waves — which emit and explosion in all directions — and limit attacks which massively damage every enemy on - screen in a dazzling explosion of epic destruction, these are pretty awesome.
This new mode takes the fan favourite mode and adds even more enemies on - screen than ever -LSB-...]
The game's «visibility» meter — in the form of an eye at the bottom left - hand corner of the screen which opens wider when you are in a more brightly lit area — also doesn't seem to have much effect on how enemy soldiers will notice you: I've been crouched up against cover in near - total darkness and the A.I. has spotted me through the wall; but I've stood out in the open, right underneath a lamppost, and they haven't seen me when they're just standing across the road.
More often was I skulking about aimlessly, as on - screen prompts told me to «Find the enemy
Additionally, with any more than two or three enemies on screen, I suffered significant slowdown.
So I mentioned just a few sentences ago that you flick the move controller to cast a spell and that the further you go into the game the more enemies start to appear on screen and the more damage an enemy can take.
It definitely looks like a graphical improvement over the last Call of Duty title, and there seems to be a lot more action on the screen at once, including the whole skyline of New York City being destroyed as the player tries to avoid enemy fire.
I was never bombarded with enemy fire in fast moving patterns more than I was attempting to wipe out every enemy on screen, and Raiden V works really well in that regard.
Some of these are more apparent (like sounds fading off - screen or enemies «blinking» when about to get up), while others remain transparent (such as game being slightly more forgiving on input precision), but these sure add some missing bits to game.
It's a novel control scheme and interesting to add a bit of interaction with the game more so then ever before, but it feels a little erratic in control at times, especially when dealing with fast moving enemies or an abundance on screen.
The game has serious frame rate issues that are escalated later in the game as more enemies appear on screen at once.
Because so many more enemies can appear on screen than in previous Dark Souls games, extremely cautious play is rewarded.
Ori and the Blind Forest's combat is a little limited, with enemies that have patterns that are easy to learn and deal with, with the developers ramping up the difficulty by simply putting more of them on the screen or by making it hard to target and take them out.
To aid you in your quests, your miniature troopers are armed with a standard issue rifle which is more than adequate for the early challenges, and is fired by targeting the enemy units on screen, as with the mobile versions.
Occasionally, the game can manage hundreds of enemies on - screen at once, but more times than not this number is down to a few dozen enemies who pop in and out of view rather close to where you are.
There's simply not enough precision granted with the PlayStation 3's gamepad; the guns feel light and are more than happy to wildly lead across the screen as you struggle to keep iron sights on enemies in the midst of explosions.
While I haven't necessarily noticed more enemies on - screen per se, they are definitely stronger, far more shielded, and just flat out angrier (like someone locked them away or something!)
a b c d e f g h i j k l m n o p q r s t u v w x y z