Not exact matches
'' [The researchers»] conclusion was that the nature
of action video game play was critical in «
forcing players to simultaneously juggle a
number of varied tasks (detect new
enemies, track existing
enemies and avoid getting hurt, among others)...»
You want to look at
numbers... they account for less than 2 %
of India's population, but account for 30 %
of the armed
forces, they win a disporportionate share
of gallantry medals for currage under
enemy fire.
As a consequence, it had to quickly integrate a large
number of former
enemies into its ranks: the ex-FAR (
Force Armées Rwandaise, the army
of the former genocidal regime) and different fighting militias.
The
number of characters you can take into combat varies from one to four depending on the level, and you guide each through movement and combat phases
of their turns as you hunt down swag or take on
enemy forces.
The influence from previous Omega
Force titles is apparent in the
number of enemies you'll face in every mission (it's not an endless sea
of one shot foes, but it's still sizable), and in - game elements like the HUD, the way side objectives pop - up, and the dialogue between characters as objectives are completed or new situations arise.
Side Stories is an action game that frequently
forces the player to combat large
number of enemies...
enemies who are largely passive — and probably have to be so passive because the inconstant framerate would probably sink to single - digits if they became more aggressive.
The player becomes a commander
of the faction
force and performs a
number of strategic movements such as building up the base, securing the supply lines, training troops, and destroying the
enemy base.
Another area later on
forces you to go quite a distance through a large
number of enemies and then fight one
of the hardest bosses in the game just to get to the next bonfire.
While Human Revolution does reward the player a little disproportionately for dispatching
enemies in non lethal ways, you can definitely build Adam Jensen into a walking death machine capable
of taking out
enemies with simple brute
force if that's your cup
of tea (though you still can not run through levels with reckless abandon as
enemy numbers will overtake your augmented ass if you're reckless).
Once the blade is fully charged (In The Minish Cap, this requires the ability
of two different Tiger Scrolls and Link needs to be at either full health or minimal health, though in Four Swords and Four Swords Adventures, this requires a certain
number of Force Gems) the Sword can shoot a beam to harm
enemies, similar to the Master Sword in certain games.
Not much is explained at first, only that the Guardians are the last front versus a terrible
enemy, a large planet / orb called the Traveler is behind the
forces of light and Ghosts, and that a
number of dangerous alien races are out to get said Guardians.
Sometimes you maybe
force to complete an objective without being noticed, other times you may have to kill a certain
number of enemies without being noticed.
The only slight issue which came up with Comanche 4 is that the levels do get rather difficult early on due to the
number of forces you'll have to face and that the
enemy are very good shots.
Instead
of throwing
enemies at the player that encourage you to use Delsin's various powers, Second Son just
forces you to fight increasingly greater
numbers of foes.
Being asked to beat a stage without being spotted by
enemies or with restricted touch screen usage
forces deep engagement with the game's best ideas, but the large
number of «collect X coins» or «don't take damage» stages are far less exciting.
Accolades can be as simple as defeating X
number of enemies to creating all 256 different Swap
Force combinations.
In Battle Chasers: Nightwar,
enemy health and move sets are invisible to players until a certain
number of that
enemy type is defeated,
forcing you to familiarize yourself with each new region's creatures before you can fully develop a successful combat strategy.