Not exact matches
The very appetite proceeding from labor and peace
of mind is gone: we eat just enough to keep us alive: our sleep is disturbed by the most frightful dreams; sometimes I start awake, as if the great hour
of danger was come; at other times the howling
of our dogs seems to announce the arrival
of the
enemy: we leap
out of bed and
run to arms; my poor wife with panting bosom and silent tears takes leave
of me, as if we were to see each other no more; she snatches the youngest children from their beds, who, suddenly awakened, increase with their innocent questions the horror
of the dreadful moment.
Imagine your
enemy is having company over, and is baking some bread, but
ran out of ingredients.
Considering that Arsenal had a daunting collection
of players on the treatment table, and we started the game against Tottenham with an Alexis
running on empty, a Cazorla that couldn't see straight and a Koscielny that wasn't 100 % fit, the fact we ground
out a draw against our bitter
enemies begins to look impressive.
Vitolo (7.5): Quite a good
run out for Vitolo,
of course entering the match as public
enemy # 1.
The move by the peers, who guaranteed the bill would
run out of time by voting to end the committee stage, prompted the Conservatives to accuse Labour and the Lib Dems
of acting as «
enemies of democracy».
Bill Bratton has taken himself
out of the
running for old
enemy Rudy Giuliani's job.
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Combat is unfulfilling and tedious (the rag - doll bodies are about the most satisfying part) and generally consists
of endlessly having to reload whilst you try and make - up for the non-sensical mechanics (e.g. tell a merc to shoot an
enemy that is
running towards them, and if the
enemy passes
out of sight for a second (e.g. to
run around a tree) the order is cancelled and your merc generally ends up dying unless you continually re-tell him to shoot the target.
It will drive you
out of your mind with boredom and you'll end up like one
of the
enemy cards,
running around in circles wishing you were somewhere else.
To name but a few: I've had mercs spotted through walls,
enemies alerted to a mercs presence for no apparent reason (yes I understand the stealth mechanics),
enemy AI is appalling (you can eliminate a building full
of enemies but just
running a merc around the perimeter
of the building, thus alerting the
enemies, and then shooting them all as they come
out of the door), the game is riddled with typos (e.g. some
of the mercs have a trait called «though», which is obviously meant to be «tough»), the voices acting is poor and annoying (who honestly wants to have their merc scream the same phrase over and over again every time you select them?)
But the entire thing is so much on the rails that if you
run ahead
of your teammates and successfully take
out the
enemy, the whole program stalls leaving you with the necessity to re-laod your last checkpoint and allow your computer squadmates to «help» you.
But the entire thing is so much on the rails that if you
run ahead
of your teammates and successfully take
out the
enemy, the whole program stalls leaving you with the necessity to re-laod your last checkpoint and allow your computer squadmates to
Geoffrey pointed
out in an interview with Eurogamer, «If you have a team
of four guys who kill 40
enemies simply by
running and shooting, it's not realistic.»
Sometimes you have to kill a certain amount
of enemies before the clock
runs out, while many others give you devious mixtures
of enemy types that demand a diverse use
of your abilities.
If you
run into an
enemy on the field, you enter battle, and you keep battling until either you or the
enemy runs out of hit points.
Rather, it's a bleaker look at the consequences
of American policy (or the lack thereof), from the way in which the U.S. flaunts Germany's privacy laws to the way in which doles
out «justice»: Do those who adapt the tactics
of their
enemies in order to defeat them not
run the risk
of becoming the very thing they fought against?
Combat is the same as it always was, but with Bayonetta Witch Time, you can upgrade armor, but not weapons,
enemy AI amounts to either throwing something at you, or
running straight at you, for ALL
enemies, and sidequests are shallow fetch quests, with one
out of every five truly being any good.
In fact, since there are no rewards for defeating
enemies, I actually started to avoid combat altogether for fear
of running out of stickers once the really difficult, scripted battles rolled around.
When time
runs out or Shawn hits «go» or something, I wasn't really paying attention, the first wave
of enemies attack his dungeon.
On the surface it's a standard action platformer with plenty
of running, jumping and shooting
enemies, but a novel ability to jump in and
out of both the foreground and background creates a unique experience and some devilishly designed levels.
The single player experience will treat players to a variety
of mission objectives such as bombing
runs to taking
out enemies below.
There are a handful
of base - defense missions that take a direct cue from Call
of Duty's own zombies mode, since you're
running around putting up barbed wire to keep
enemies out and manning gatling - gun turrets to mow them down as they try to get in.
Nantz, Martinez and the rest
of the unit are sent in, behind the
enemy lines, to rescue some civilians caught there — and the film is off and
running as the Marines encounter the «hostiles» and try to figure
out the best way to kill them while making it back to safety.
It's a break from the free -
running where you instead try to dodge
enemy bullets and continuously punch and kick your way
out of a situation.
The combination
of running around the map while setting up turrets, taking
out enemies, protecting your minions, and destroying
enemy minions is spot - on for multiplayer mayhem.
Even with a fully levelled up character, far too frequently my spells have
run out of mana and it becomes a disappointing exercise in dodging attacks until the one spell that would cause damage to a group
of enemies has recovered enough.
Tragedy and humor and spine - tingling action
run side by side in this tale; Robinson pulls helpless laughter
out of you with the high - jinks
of his adrenaline - junkie young heroes, then turns the pace on a dime and has you mopping your eyes as the cruel odds
of aerial battles against
enemy Messerschmitts sends the irrepressible fliers you've come to love spiraling one by one to their deaths.
Soon now a book
of mine could be remaindered also, Though not to the monumental extent In which the chastisement
of remaindering has been meted
out To the book
of my
enemy, Since in the case
of my own book it will be due To a miscalculated print
run, a marketing error — Nothing to do with merit.
«Smash
Run» — a new mode made exclusively for the 3DS Smash, «Smash
Run» sees four players enter a dungeon filled with
enemies from a variety
of Nintendo series, beat the stuffing
out of them, gain power - ups for their fighters, and then fight each other with said enhancements in a battle arena.
So for example, if you
run your Lancer
out from behind a wall and then shoot at an
enemy tank, you can still use up the remaining movement points to move back
out of harms way, barring you didn't take to many steps to begin with.
Doing so will cost you a chunk
of your remaining rage, but that's better than just
running it all
out with no
enemies around.
The worst
of these is how the
enemy always seem to have a Charge range that's just slightly longer than your Ambush range, letting them cancel it
out and
run in for an attack unless you hide your soldier.
It is sort
of a weirdly tense feeling to
running through the levels trying to be hyper - vigilant about
enemy and trap placement (and usually trying to get through as fast as possible before said placements can have a chance to murder the player) while simultaneously trying to keep an eye
out for any environmental cues (such as subtle shifts in color gradation) to determine things which walls are destructible and have goodies like health upgrades behind them.
Objective Point are earned by taking control
of a Capture Point (+1), escorting the Payload into the
enemy team's base (+1) or stalling the
enemy team's Payload until the time
runs out (+1)
The result is that most battles consist
of you standing there hammering the attack button and hoping that the
enemies health
runs out before yours does.
Of course, better upgrades cost more money, and so being miserly early on will help
out in the long
run as more and more
enemies pile onto the screen.
If you didn't
run in to it then here's how it worked: if you managed to secure a Killstreak
of 25 then you were rewarding with the Tactical Nuke, which when launched would wipe
out the entire
enemy team and then end the game.
I draw a squiggly path so that I'll have the most coverage possible and then
run out into the middle
of this pond so that I can attack some water
enemies that shoot things I have to blow back using the pinwheel item (that causes me to blow into the mic, something that's equally as frustrating).
All
enemies are stationary until you get close to them, but if they touch you, it's instant - death and you're sent to a Purgatory level, requiring you to use a fountain to return to your last checkpoint and try again, so long as you haven't
run out of your total 25 lives, in which case returning is locked
out until you explore Purgatory and use light absorbed into your fingers to restore one
of your lives.
He will then attack
enemies until he
runs out of hearts.
You'll
run, jump, and attack
enemies as you make your way around the stages, all
of which sprout
out of a central hub level, which is the norm in these games.
Perhaps both
enemies that stand in your way have also
run out of arrows, though, and are charging at you to stomp on your head, which is the only other killing option they have left.
In fact, it wasn't until I tried
out some
of the other weapons that require you to shoot your
enemies — as opposed to simply
running them over — that I felt compelled to start tweaking the camera controls.
Wolf Link will be given three hearts upon summoning, and will attack
enemies until he
runs out of those hearts, after which he can be summoned again.
There are two incredibly difficult to defeat
enemy bosses to overcome in the form
of Dr. Hans Volter who wears an Exo suit to provide him with superhuman strength and movement with a pair
of assault rifles and gas grenades as his main attacks, although despite all
of that he will still feel the need to suck the life
out of any nearby character when his health is
running low, while the Patriarch has a powerful minigun and missile launcher in place
of his left arm and healing syringes to recover health when retreating.
Failure to do so can result in being overwhelmed by many
enemies, and having the choice
of either
running away or performing a devastator attack, which is an attack that hurts and takes
out multiple
enemies.
Super Mario will
run forward automatically, and you'll be in charge
of making him jump to dodge hazards, take
out enemies, and collect power - ups and coins.
From the Tower on the Wall bonfire, drop down a level (keeping mind
of the knife - throwing
enemies), head
out the door,
run across the roof, and slide down the ladder descending from its far corner.
But for a change
of pace, Jon can also sneak in to missions and take
enemies out with close - range stealth, and you can also play this as if it was another Call
of Duty title,
running and gunning.
Each territory also features a hot air balloon that allows Max to scout
out a large section
of said territory for any
enemy camps to take over, Death
Runs — races with various objectives to complete — to compete in, and sniper towers or scarecrow structures that can be destroyed with the Magnum Opus.