Sentences with phrase «moving around enemies»

Once an enemy is spotted, players are able to stealthily move around the enemy and position their party members to get a strategic advantage.

Not exact matches

Then when Levi could move around and take her toys, he became the enemy.
Moving your guys all around to destroy the enemy feels super satisfying.
The fast combat that has u flipping around and attacking enemies with you disc is enjoyable and feels good to get in a strong combo is multiple moves that you learned.
Toki Tori himself can also manipulate enemies by stomping or singing to turn them around or move forward or away, or making them to spit out bubbles to lift you up over a wall.
You move around on screen from side to side and up and down shooting wave upon wave of enemies.
It's gyroscopic viewing features (moving the controller around to see a different view on the secondary screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
I'd estimate that around half of the story and side missions forced me to navigate obstacles and fight waves of enemies with less than Kat's full move - set.
Move around with the left stick, aim at enemies with the right stick, fire using either of your equipped guns with R2 or L2, execute your special skill with L1, and use your class - exclusive skill with R1.
Combat is integral to this game but as enemies are displayed on the map, this allows you to strategize in whether you'll challenge them or attempt to move around.
Once tossed, the player moves the robot's arms by using their own virtual arms to swing its weapons around and smash groups of enemies.
As a single player experience, Hell Warders is pretty frustrating as it is nearly impossible for one player to dash around the map and dispatch those enemies that have thwarted the defenses, all the while trying to collect power ups and healing items and move defensive units.
Instead of trying to trigger a random glitch and roll around in the dark, runners can now use an enemy Metroid to move out of bounds and completely skip the room where they would fight the exoskeleton.
The in - game controls of Freedom Fighters is extremely easy and smooth and basically use the analog stick to move your character around with the D - Pad used to give orders and engage the enemy.
Move units freely around a grid - based map to flank the enemy, striking from both sides in a pincer attack.
As with that other title I keep referencing, you move your army around the battlefield before play passes to the Zipang army, going to and fro until all enemies are bested or you capture the enemy HQ.
You'll have to focus on moving around constantly to avoid enemy attacks and string together long, draining combos to leverage the Longsword's power.
The game definitely controls better as a First Person Shooter, but having the ability to draw the camera out and move around in a more athletic fashion is a blessing, given the relentless enemies and open level designs.
It is a turn - based strategy game where you must move your units around a map per so many squares and defeat all of the enemy units before they eliminate all of yours, think chess meets Warhammer.
As mentioned before, it is a turn - based strategy game that has you moving your units around a grided map to engage the enemy units and defeat them.
As the name implies, the stylus becomes your sword, used to aim and attack enemies on screen while moving around the arena freely with the Circle Pad.
The evolution of the battle system from I am Setsuna means you can now freely move around in the battle field and this lets you strategically position your party around the enemies so you can take them down as quickly as possible while receiving the least amount of damage from them.
The enemies in Mace are actually quite smart, they are not the normal «Hey I'm here for target practice» kind of enemies, but instead they actually move around and try to protect themselves.
The cover system lets you put your back to a wall with a press of the action button, but it's meant for peeping around corners and planning your next move, not for popping out and shooting enemies.
I was proud when they managed to take down an enemy fort or defeat a mini-boss with minimal input from me (because that meant I'd made a smart decision in sending them), but then they'd sometimes just stand around shuffling their feet instead of moving on, or even responding when attacked.
Soon, you'll move around a bit in dungeon crawler style, you'll encounter your first enemy, and you'll enter the hub of the game — the Wilds.
There's no enemy commander attempting to navigate the galaxy, either, trying to capture your planets, so ultimately what's the point of having a map to move around?
And last, but definitely not least, is the Dash ability that allows you to quickly move around the killing - floor dodging enemy attacks and weapons fire.
Each unit consumes an overall action point to move around the map and if you end up using an item or firing at an enemy, you will use your in turn action in order to accomplish this.
I admit that it has taken me a long time to become competent at tracking enemies and nailing them, especially in the zero - g areas where a player who has really gotten the hang of moving around can be a pain in the ass to take out.
That means you can pick up a base and move it around very quickly if your enemy is overwhelming you.
Ranged attacks play out much the same way as standard melee assaults, except that a ranged unit doesn't have to become engaged with an enemy and thus is allowed to freely move around whereas an engaged unit may only use a shift command to take a step backwards, a sometimes very smart tactic.
Kratos will auto lock any attack that is close to an enemy and it allows you to move around at a moments notice.
While moving around the map you'll find that most mines, resources and artifacts are guarded by groups of creatures that you need to battle, and of course you'll occasionally run into enemy heroes and their armies.
Some security action card effects let you place a Prisec mini and remove enemies entirely rather than just moving them around.
The levels usually offer a degree of freedom to move around and flank foes, lending a touch of tactics to the firefights, but the enemy pretty much never take advantage of this properly / But they do make up for their lack of smarts by being very accurate, and given that it does not take much punishment to take you out, it's advisable to keep your ass in cover, soldier!
Still, it's not a perfect experience as there are a good number of glitches that I encountered in my time with the multiplayer, such as randomly floating into the air, unable to move, invincible enemies and the occasional foe who would get trapped in parts of the environment resulting my team having to stumble around the map looking for him, the cheeky bugger.
This, on paper, should help to do away with those troublesome moments that plagued the past two games where you and your opponent would sort of dance around each other trying vainly to get in a strike or two, but sadly it doesn't: the heavy melee move looks awesome, but it locks you into an animation that enemies will often simply avoid without a problem, despite the fact that they seemed to be perfectly aligned for the move.
This design directly affects the run and gun combat as the small rooms rarely offer enough space to move around, especially when fighting multiple enemies who are bathing the screen in various forms of horrible pain.
It's these Predator areas that capture the power fantasy of being Batman so perfectly, allowing you to stalk your prey from the shadows using a variety of takedown moves to thin the herd, striking from around corners, grabbing enemies through windows, laying traps using explosive gel and stringing thugs up from the rafters.
- 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».
You learned, for example, how to weave in a circular fashion around the arena in order to force your foes into a gravitationally dense, endlessly moving mass of enemies.
You still have large environments to move around and explore, which are populated by many enemies to destroy and farm for experience, but the shift in gameplay makes Fatal Bullet feel vastly different than other entries that came before.
You move around in a 3D environment, and the sole objective is to eliminate the enemies.
Slash and button - mash until the enemy goes down and go into Car Form for enemies that move around too much for you to keep combos on.
The nice thing about setting a path in Wayfarer of Time is that you can pick multiple destination points, so if you need to move in a wide arc around an obstacle or strong enemy you can set a path that keeps your character out of harm's way.
Players take command of a force of machines to defeat their enemy, with the iPhone serving as a viewfinder that you have to physically move around to position your forces and aim superweapons.
You fight battles by selecting which battles you want to fight by moving your character around a board game map kind of thing, expending «Destiny Points» to enter encounters with enemies or open treasure chests.
Action is faster this time around, so moving around and slicing up enemies is fast, furious, and very enjoyable.
The default control scheme consisting of pressing R2 to fire a weapon; holding L2 to aim down iron sights; pressing R1 to utilise alternative fire or block; pressing L1 to throw a grenade; pressing X to jump; pressing square to reload or holding square to heal; pressing O to use or holding O to weld a door; holding triangle to enter weapon select; pressing up on the d - pad to equip healer; pressing down on the d - pad to toggle flashlight; pressing left on the d - pad for voice comms; pressing right on the d - pad to throw dosh; pressing L3 to crouch or sprint; pressing R3 to perform a melee on an enemy; changing the direction of the left analogue stick to move; changing the direction of the right analogue stick to look around your surroundings; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
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