Sentences with phrase «of enemy gunfire»

Way back in 2003, Treasure's Ikaruga redefined the vertically - scrolling shooter with a strategic style that required players to quickly switch the polarity of their ship to survive (and ultimately, fight back against) an unending wave of enemy gunfire.
Chris could see that every time the Marines moved — even just to peek out the window — a barrage of enemy gunfire would erupt.

Not exact matches

As enemies and their rides were taken down by gunfire, they're ragdoll bodies crumpled and tumbled dynamically, making the impact of killing oncoming bandits that much more realistic.
For instance, if you see a horde of zombies behind a gate directly behind a couple guys who have you pinned down by gunfire, you can find a way to unlock that gate from a distance so they can bear down on your enemies, allowing you to take out both groups of foes at the same time.
Enemies will hone in on your gunfire quickly and not hesitate to unleash a hail of fire on your known location to pin you down, forcing you to hunker low and move away or become a victim to the soldiers using their comrades covering fire as an opportunity to flank you.
There's a huge array of choices, and it makes you feel powerful and dangerous, and yet still vulnerable as screwing up, usually by not quite judging a gap between enemies well enough, results in a hail of gunfire and a dead bat.
It's a well - balanced blend of feeling immensely powerful — a feeling only emphasised by how your enemies grow more and more terrified as their comrades disappear, flinching at the merest sound and firing madly into the darkness — while at the same time remaining vulnerable to gunfire so as to make sure you never get too cocky.
The effectiveness of each cover point can easily be determined by a shield icon, with a full icon determining strong cover, whilst a half icon means any soldier placed in that cover is more likely to be found by the gunfire of their enemies, whilst a yellow shield means that the soldier is being flanked, which certainly isn't a pleasant situation to be in for any of your squad.
Larger enemies such as the recognisable «Spider - Walker» and artillery serve up a real challenge, and you will find yourself swerving about to avoid hails of glowing gunfire.
There are places in the levels where the enemy gunfire seems impossible to predict, however by following the trail of coins you will often be able to find a safe path through the chaos.
The weapons, especially the machine gun, do still feel like you're firing blanks half the time as most of the enemy wanzers seem to shrug the gunfire off or absorb it like an enthusiastic sponge.
Enemies now have a clever AI that will actually duck behind a barrel while Spencer fires his gun and wait for a break in the bullets instead of simply rising up into the gunfire.
Players «traverse through city ruins and use a machete to kill human enemies in melee - style combat,» accompanied by «realistic gunfire, slashing sounds, and cries of pain.»
Perhaps the best example of enemy stupidity is how I found it was possible to shoot an enemy, and his only reaction was to look rather shocked, but since the gunfire was masked he simply carried on patrolling after a brief bit of searching.
You soon find yourself taking on inexplicably large hordes of enemies, all trying to take you out at once, with massive levels of gunfire literally engulfing the screen at times.
For starters, Duke has a recharging shield, of which after taking damage takes an age to recharge, which in turn has a profound effect on the flow of combat, requiring you to hide behind objects to evade enemy gunfire, giving it the time to recharge.
Targeting six enemies and letting loose a hail of gunfire feels great, especially when it is done in quick succession to obliterate several groups of enemies.
This comes in handy if you want to send your men into the frontlines of battle armed with light machine guns to absorb the attention and gunfire of your enemies (this was the preferred tactic of one of the game developers present).
Avoid the barrage of gunfire and missiles, annihilate your enemies and rule The Road!If you are a fan of the original Spy Hunter combat racing series, this game is for you, The Road Combat Racing features: - Racing, shooting, and the destruction of your enemies while racing down The Road!
Call of Duty Modern Warfare 2 download game is a first - person shooter video game.The player can perform several actions, including jump, sprint, crouch, lay prone, and aim down their gun's iron sights.When the player is shot by an enemy, blood will splatter their heads - up display (HUD), denoting that they have taken damage; if the player avoids gunfire by taking cover, then their health will recover.The HUD also displays other information, such as a compass, a mini-map, and the player's current ammunition count.
Thrusting, sliding and ledge - grabbing open up a slew of new ways to escape enemy gunfire, and landing a Ground Pound or Spartan Charge on a real - life opponent is infinitely more satisfying than doing so on the AI.
The animations of both hero and enemy are as silky smooth as you could possibly find on a game today, enemies stumble when shot and jump back to avoid gunfire, although, fittingly enough, it's Nathan himself who is the real star.
Each character is equipped with a gun they can use during a battle that deals out minimal damage but allows you to score multiple hits in a single turn; some enemies are even weak against gunfire so characters like Ann with her machine gun can knock down multiple enemies at the start of battle.
There is no music in - game, the only sounds are the gunfire, the noises from the destruction of the Mechas, and the screams of your fallen enemies (if playing multiplayer online).
The enemy AI is also quite good with soldiers reacting when one of their comrades goes down, and you had better have ample cover close at hand since they will quickly pin - point your gunfire and concentrate on your position.
Follow the sounds of gunfire to seek out enemies or hide out and gather resources until the final moments of the game.
The sheer volume of enemies found through each level ensures bullets are constantly flying everywhere, whilst the environment themself will be blasting to pieces throughout all of the gunfire too (you can actually earn a dash attack by quickly killing enemies that'll allow you to smash through walls, which always proves effective when trying to surprise your enemies).
Or the simple, unpretentious motivation of manoeuvring your unassuming space vessel between a multitude of hazards, in your nail - biting, edge - of - your - seat bid to survive from a constantly escalating threat of incoming enemy gunfire, all whilst dealing rightful justice to the murderous dangers that are fastiduously designed to see you pushing up the daisies.
Rather than succumbing to modern pressure, the series still seems to play in its familiar style of blasting towards the horizon, with players concentrating on avoiding enemy gunfire in a relatively 2D space.
Avoid the barrage of gunfire and missiles, annihilate your enemies and rule The Road!
Everything in Mirror's Edge came to a grinding halt whenever I had to engage the enemy, and whether it was attempting to disarm an armed foe (which I never could do) or dodge a spray of gunfire while frantically searching for the exit, having to stop and fight dragged the game down each and every time.
The 800LX also made it easy for me to detect enemy footsteps and gunfire, though it didn't fix my knack for dying within the first 5 minutes of every match.
Thrusting, sliding and ledge - grabbing open up a slew of new ways to escape enemy gunfire, and landing a Ground Pound or Spartan Charge on a real - life opponent is infinitely more satisfying than doing so on the AI.
Superhuman Hearing is the clear star of the show here — when playing Halo, the preset amplified the sounds of faraway gunfire and enemy movement that would normally get lost in the more bass - heavy Signature Sound mode.
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