Sentences with phrase «of enemies on the screen»

The number of enemies on screen never ceases to amaze.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
I'm sure the wii u is powerful enough to have both modern textures and a ton of enemies on screen.
There no order just alot of enemies on the screen.
If they can maintain a smooth framerate with the full quota of enemies on screen at once.
This tablet easily handled the demanding Sky Gamblers - Infinite Jets game; I zoomed around Rio with dozens of enemies on screen, and the animations stayed silky smooth as I tried to evade missile attacks and land some of my own.
1000's of enemies on screen at one time using none of the main RAM.
Worse, the frame - rate should be a rock solid 60 frames per second but is instead 30 at its best, dipping far below that when there are tons of enemies on screen getting murdered by a bevy of your attacks.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
The myriad of enemies on the screen certainly points to a manic hack and slash approach, and for that I much prefer a slick, responsive set of controls.
Im a PS3 owner and I do nt thk INFAMOUS is that good either... I mean its okay, but after seeing soo many PROTOTYPE vids, the violence, gore, variety, power, upgrade system, unbelivable amounts of freedom, amount of enemies on screens, explosions, massive destruction, f * bombs, DEVASTATORS.
The higher difficulty speeds up the gameplay and increases the amount of enemies on screen.
It's very intense with hordes of enemies on the screen.
This will give players the ability to fly around freely with their character and battle tons of enemies on screen at a time on the ground and in the sky.
Bottomline, this is a fun twin - stick shooter, while grinding is still fun (especially with co-op), it could've been better (unique weapons for legendaries), gameplay is challenging, fun, and ultra satisfying especially when there are tons of enemies on screen.
There were a few times when there were a lot of enemies on the screen that I noticed a drop in frame - rate, and a few times when objects in the game did not work as expected, but this did not ruin the overall experience for me.
That extends to gameplay, too — you can easily spot heroes by highlighting them with one button, but seeing which of the dozens of enemies on screen has been targeted is an exercise in futility.
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.
There is no strategy apart from maybe saving your Super for when there are lots of enemies on screen.
Surprisingly, the infamous slowdown the series is known for wasn't really that prevalent during my time playing through the game outside of a few key instances where the game placed an extremely large amount of enemies on the screen, which was surprising considering the source material and the platform itself.
There are significant frame rate implications when there are a large amount of enemies on the screen however, and the final mission in the Play Set noticeably struggles — but for the most part it's functional.
The sheer amount of enemies on the screen was astounding, it rivals Dead Rising 3.
The playable version of the game on the Tokyo Game Show floor is not up to the performance levels of past Dynasty Warriors games in terms of frame rate and number of enemies on screen, and is shown up considerably by Dynasty Warriors 7 Empires, the PS3 exclusive also playable on publisher Tecmo Koei's stand.
The game tried to aim to maintain a steady 30 frames per second, however I've noticed many instances of dips well into the low 20s in heavily dense areas such as Faron woods with the poison gas, or where there are lots of enemies on screen.
Another thing that is impressive, is seeing the amount of enemies on the screen at once.
The action never falters in the slightest, even with dozens of enemies on the screen at once.
This allows for a lot of enemies on the screen at once, and if you're not careful they'll overwhelm you.
All of the animations are fluid, and the game can handle a lot of enemies on screen at once.
Graphics - Resolution, Windowed, Post processing, Bloom, Gore, Particle detail, Body decay time, Number of enemies on screen counter slider and camera distance.
These same The setup of the game is built quite well to support 4 - players as there are always plenty of enemies on screen for everyone to fight and with my experience on line everyone seemed to take one of the 4 - quadrants of the screen and attack the enemies around them.
This becomes more problematic when in later segments there's a bunch of enemies on the screen and they just stay in place missing every shot and dying meaning you have to pick them up.
The sheer number of enemies on screen is a feat that's been achieved on games such as Dead Rising before, but these enemies are fast, single minded and won't stop coming at you.
The demo didn't have rooms with large numbers of enemies on the screen, so it can't be said that the game looks lag - free, but it's certainly better than the original version, which had lag that was absolutely appalling.
This rage mode is more for your boss fights or when you have a ton of enemies on screen.
As such, it is the most combat - intensive Zelda game thus far, with hordes of enemies on the screen at once.
It's important to point out the game does suffer from occasional frame rate issues in situations where there are a lot of enemies on screen at once.
This is a very useful add - on that helps a lot when there's a lot of enemies on the screen.
The skill animations are beautiful and never slow the game down even if there is a mass amount of enemies on screen.
Also, when there's a large amount of enemies on screen, be prepared to see some frame rate drops.
Playing in co-op also brings the added benefit of having an extra pair of hands for when the going gets gruelling, and it certainly does get gruelling with at times untold numbers of enemies on screen.
Users can also purchase and use hourglass powers to slow down the movement of enemies on the screen.
It chugs along at a slow pace when there are vast amounts of enemies on screen, and it also slows down drastically with particular weapons, one such weapon was a rocket launcher with the destructive power of a nuke.
Moving at an incredible rate, throwing hundreds of enemies on screen with no slowdown, Uprising is a marvel.
This tablet easily handled the demanding Sky Gamblers - Infinite Jets game; I zoomed around Rio with dozens of enemies on screen, and the animations stayed silky smooth as I tried to evade missile attacks and land some of my own.

Not exact matches

The work - in - progress is now going to be screened at the Tribeca Film Festival on April 24, when New York audiences will be able to see him, bathed in Gibney's shadowy lighting, talking about many of his innermost secrets — including his list of top enemies: Ken Langone, Joe Bruno, Roger Stone (all of whom appear in the video — as does Spitzer's «go - to» call girl «Angelina»).
But, a bit too much of Destiny 2's action is watered down by long cooldowns, the lazy sit - behind - cover until you're full - health again, and the way enemies completely lose their ability to aim once your health hits the blinky - red portion of the on - screen life bar.
Of course, superfans of the fourth wall - breaking Marvel Comics character will be delighted to see Ryan Reynolds» Merc with a Mouth back on the big screen, slicing up baddies and roasting everyone from his enemies (this time around it's futuristic soldier Cable) to his frenemies (Hugh Jackman's Wolverine) to his own studio, 20th Century Fox, just as he did in 2016's surprise smash «Deadpool.&raquOf course, superfans of the fourth wall - breaking Marvel Comics character will be delighted to see Ryan Reynolds» Merc with a Mouth back on the big screen, slicing up baddies and roasting everyone from his enemies (this time around it's futuristic soldier Cable) to his frenemies (Hugh Jackman's Wolverine) to his own studio, 20th Century Fox, just as he did in 2016's surprise smash «Deadpool.&raquof the fourth wall - breaking Marvel Comics character will be delighted to see Ryan Reynolds» Merc with a Mouth back on the big screen, slicing up baddies and roasting everyone from his enemies (this time around it's futuristic soldier Cable) to his frenemies (Hugh Jackman's Wolverine) to his own studio, 20th Century Fox, just as he did in 2016's surprise smash «Deadpool.»
One of them bears similarity to the Naruto Ninja Storm series with the way the camera presents the player and the enemy on the screen, but it plays differently.
The HUD is also done well; despite the amount of information on screen (such as enemy markings, objectives, and environmental cues), the HUD never felt cluttered or overwhelming.
That his portrayal even made it to the small screen is no mean feat, with director Mark Rydell (Intersection) only coming on board after Michael Mann (Public Enemies), Des McAnuff (The Adventures of Rocky And Bullwinkle), Dennis Hopper (Dean's friend and co-star in Giant and Rebel Without A Cause) and Milčo Mančevski (Before The Rain) abandoned the project.
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