Sentences with phrase «number of enemy types»

The smooth online co-op missions don't gel properly with making your way through the campaign though and the small number of enemy types and environments make this one of the poorer Monster Hunter clones out there.
While there are a number of enemy types thrown at you the longer you play, most of the time you'll be fighting the same set of enemies over and over ad nauseam.
Complementing the weapons are a number of enemy types that helps keep the gameplay fresh and engaging.
There's also a decent number of enemy types to contend with, from typical cannon fodder grunts to huge beastly thugs that take several hits from the most powerful tools in your arsenal — and boy, are they huge in numbers.
Predictable enemy AI and a limited number of enemy types also contribute to the repetitive nature of War in the North's battles.
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.

Not exact matches

This is often crucial against vast numbers or larger enemy types, some of which are the size of a small house.
Unlike some tower defense games that seem to dole out waves of enemies in escalating numbers or strength, Hell Warders assumes that there will be a number of human players in the mix and so even very early waves consist of many enemies of varying types, with hulking mini-bosses appearing as early as the second wave.
It's clever in that its about the number of enemies killed and not the actual enemy type.
Tribe War is a tower defence type game where players take control of up to three tribal warriors and must defend against a number of enemy tribe members.
A number of different enemy types are unlocked over the course of the game, keeping combat feeling fresh and challenging.
So, a number of quest - essential boss dragons will be peppered throughout the main questline (and possibly some side quests) and more general dragon classes will spawn like other enemy types within the world.
Unlocking more options for the Rauser involves you meeting these threats head on, as each part has a series of challenges associated with it, ranging from blowing up a specific enemy type, to destroying a number of enemies without letting off of the fire button.
There's three types of co-operative game modes, firstly, you can play the entire campaign in two player co-op, second, the Survival mode in which you have to fight a number of waves of enemies.
Out - numbered and out - gunned, you must adapt to face over 15 enemy types across three gangs: the swarming, cult - like Church of the Final Exodus, the Survivalists, an elite paramilitary group who more closely resemble an army than a gang, and the Mafia, an insidious enemy, which excels at keeping its activities hidden.
Because the game only has a limited number of spots to deploy weapons, the later levels become very puzzle like — making your task a game of anticipating possible enemy types, something the game's weapon testing room is particularly created for.
- 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
Whereas players often have defensive abilities that they can employ some enemy types instead have a variety of keywords to consider, but enemies biggest advantage is that they can swarm players through sheer numbers.
While there are certainly gorgeous vistas to take in as well as a good number of new enemy types to encounter, I felt there was a lack of creativity in the new areas, and even with some stand - out locations, as a whole I was underwhelmed by the level designs.
Player Stats Page — New menu for players to track a variety of in - game statistics, including the number and type of enemy kills, dominations and betrayals; fortresses conquered and defended; gear pieces collected and upgraded; and many more.
There are just a small number of different enemy types, and they are simply color - coded to represent their relative health.
While this may not sound all that difficult on paper, each enemy type requires a certain number of hits to take out, and some require you to recognize a pattern to defeat, alternating left and right as they teleport around you.
In turn, those problems involve multiple dimensions, such as the number and type of enemies, terrain, positioning, the mission timer, and the resources already expended (health and consumables, plus any abilities on cooldown)-- factors usually associated with the strategy genre.
The number of different guns, equipment and enemy types we see suggests that this will be a vast sandbox, with many possibilities.
As players progress, they'll encounter even more enemies with different types of weapons, and in greater numbers.
This is especially true for the two Blue Mage - type characters in the game, you have hunt down a number of enemy - types to maximize their potential attacks.
The game is coming out in the middle of September 2015 and will be chock full of top - notch graphics, upgradable weapons of various calibers and sizes, new types of deadly enemies, and most of all, it will offer a complex and enticing story supplemented by a number of individual missions.
This is often crucial against vast numbers or larger enemy types, some of which are the size of a small house.
Vanquish doesn't do this, the only things that do repeat are the enemies, where early boss - types might come back as a more standard enemy later in the game, but I can forgive this, as they can only program a finite number of enemies and they are used in a way that they never become tiresome.
These quests tend to task you with travelling to the various dungeons that are located in each land and collecting a set amount of items or defeating a number of a certain enemy type.
When you've killed a certain number of a type of enemy, you'll be able to claim a reward in the form of Hunter Points.
Some of them are basic, such as take out a specific type of enemy a number of times; these allow you to get a handle on the basics as well as the specific parts.
The MMO trappings of Hollow Realization mean that you'll be taking on plenty of quests, and they generally boil down to travelling to an area and either killing a set number of a particular enemy type, or collecting a commodity that monsters drop as they die.
One drawback with the Definitive Edition, is that developer United Front Games squandered the opportunity to add more types of opponents and bolster the number of enemy models.
The game does feature some single player content, such as Skirmishes, where players can train against the AI and choose map type and size and number of opponents, Survival, where players have to survive against hordes of AI controlled enemies, and Challenges, 6 unique scenarios for each civilization which task players with completing set objectives.
There are 20 levels in all, most of which involve simply trying to defend against a small number of waves of enemies (though each wave is quite large and can include multiple enemy types), but there's the occasional level that mixes thing up a bit, such as bosses that must be destroyed before they spawn enough minions to overwhelm you.
Like most beat - em - ups, the number of different enemy types is low, but Warrior Blade takes a cue from the original Rastan and has various combinations of armor and weapons, so a single type of enemy may appear differently to keep things interesting.
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