id Softwares fingerprints are all over RAGE when it comes to shooting things; the movement is light and responsive, and there seems to be a considerable amount
of tight corridor shooting on offer, though you will get into plenty of shootouts in the open wasteland as well.
Each one is initially lovely to look at, but then harsh reality makes itself known, and you realise that each hub is merely a collection
of tight corridors that all look largely the same.
The goal is to guide your ship inside
of its tight corridors to a few interior segments, where you'll fight a variety of bad guys.
From a broader standpoint, Sumo would do well to open up
some of those tighter corridors, direct air and sea traffic with a little bit heavier a hand and de-clutter the tracks a bit.
It's hard to understand why a game that's ostensibly about leading a two - story - tall dog through a city would be so full
of tight corridors, specifically when trying to backtrack past Trico (or ride him) wreaks so much havoc on your ability to see where you're going and what you're trying to accomplish.
Not exact matches
It's another (read: fantastic) day in the life
of Spider - Man as he slingshots his way through
tight corridors lined with looming edifices and over the heads
of captivated (and conveniently placed) on - lookers — plucking children, police officers, even a desperately lonely and low - level OsCorp engineer named Max Dillon (Jamie Foxx) out
of harm's way as an out -
of - control tanker truck carrying plutonium samples and driven by a crazed Aleksei Sytsevich (Paul Giamatti) smashes through the city.
From there, the film alternates between exposition and gradually building suspense as Balagueró ratchets up from one to two to a whole mess
of zombies prowling the ship's
tight, winding
corridors.
While Resident Evil 7's
tight corridors create a sense
of claustrophobia, they also funnel enemies towards the player to form a shooting gallery.
Its
tight, twisty
corridors and multitude
of doors, each hiding a dark secret, give the movie's writers and directors, the Spierig brothers, the claustrophobic setting they need, one they bolster with critters that pop from the shadows.
Of course, if he's too big to fit, he can detach his head and roll around through those
tight corridors to reach that next area.
You can change the water level by shattering windows, exploding walls and opening doors, the sudden influx
of a few hundred gallons
of sea water into a
tight corridor or compartment aiding in drowning, electrocuting or unbalancing enemies long enough to gain the upper hand.
Stumbling upon any major glitch in a linear title like Call
of Duty is pretty easy since players are funnelled down
tight corridors, but in more complex games, especially those with open worlds, it becomes a far harder task because certain bugs may only affect people who approach something in a very specific manner.
In The Bureau you always know exactly when a fight is coming because the environment inexplicably changes from
tight corridors to open spaces with a suspicious amount
of chest - high walls and a layout that makes great sense for a battle but not a lot
of practical sense.
Disadvantages are the fact that it can't turn as fast as Battroid mode and can't manoeuvre as well in
tight spaces, i.e.
corridors, etc... (due to it's speed, turning speed and the inertia
of its movement).
Players will navigate
tight corridors, small rooms, long and dark tunnels, gritty and dirty marketplaces and more, killing zombies and mutated monsters, looking for skill points (which come in the form
of chess pieces), ammo and health, flipping switches and pushing objects along the way.
The two new maps feature
tight caves, streets, and
corridors, along with unique map - specific features like destructible walls in the caves
of Broken Hill Mine and crates
of bohrium that can be smashed for monster food in Broken Hill Foundry.
Bullets rattled and fuzzy explosions painted the
tight, labyrinthine
corridors red, as said beasties were churned and shredded by my mighty death - engine
of flowing circle - strafes and hurtling, overhead bounds.
While it adds to the vulnerability
of the characters, it makes moving about the environment — which is often
tight and labyrinth - like
corridors — cumbersome and a chore, especially when you want to get away from ghosts that are far too close for comfort.
Features • Sci - Fi action / adventure combines aerial and on - foot combat for a totally unique third - person shooter experience • Will's jetpack delives total freedom
of movement allowing players to race against UFOs in high - speed chases and rain death from above onto unsuspecting otherworldly foes • Speed and scale unmatched by any other action title: send Will zipping through
tight corridors and then out into immense canyons and futuristic geoscapes • Gravity - defying vertical combat system, where moving up is the only way to bring your enemies down • Seemless transition between jetpack flight, ship - to - ship dog fighting and third - person shoot - «em - up action all exists within the same level — not broken up into different «areas» • Unique grip system that allows the players to scale walls by jumping from surface to surface and hijack UFO's while in mid-air • Huge bosses that require fast reflexes and aerial barnstorming manoeuvres to defeat • Developed by Airtight Studios, a new group featuring team members from the Crimson Skies series
of video games
Below, see an example
of what one
of the bubbles (specifically Bubble 3:
Tight Corridors) looks like after I've designed it out on paper (top - down):
Even then ammo for these weapons is still scarce, not to mention that you fight most
of these monstrous things with these guns in
tight corridors giving very little room for maneuverability and escape.
Eventually you'll need to swap between all three colors in quick succession, while flapping through Spinning Lines
of Doom, and twisting through
tight corridors.
Other times you will find yourself in
tighter corridors slaying on onslaught
of undead funneling toward you.
- Collision: The mangled remains
of a cargo ship that's crashed into a New York City bridge, this map's
tight corridors are made - up
of burned - out vehicles and demolished shipping containers, creating a perfect space for run - and - gun players.
Movement controls are similarly unwieldy, with lengthy turning arcs that see them wheel around like cars in environments full
of tight little
corridors.
Each upgrade has situations when they work best, such as the shotgun blasts are great for
tight corridors with hordes
of enemies.
Previous Bioshock games confined the action to
tight corridors but many
of Bioshock Infinite's clashes take place in sprawling city streets.
The Specialist's sniper rifle means straying from the trenches in Hoth will likely leave a laser burn in your skull, while the
tight corridors of the Death Star II are perfect for the Heavy's combat shield or Officer's blaster turret.
The maps exhibit a balance
of open areas,
tight corridors, and choke points.
I found Jack to be the most captivating as he pursues relentlessly down the
tight, winding
corridors and deals a huge amount
of damage with his collection
of axes, shovels, and saws.
According to The Coalition, Dawn combines two defensive structures at either end
of the map, mixing
tight corridors with open spaces, and a Drop shot spawn point that encourages risk it all type gameplay.
Some offer flat, hazardless terrain to perfect your drifting on, while others might have big bumpy roads to catch lots
of jumps on, and still others have
tight corridors that force the racers to bunch up with one another, making it easy to land hits with your powerups.
The first half
of the game starts off fairly slow, funneling you through
tight corridors and periodically opening up for a big battle.