Sentences with phrase «see enemies on screen»

Being able to see enemies on screen and making them largely avoidable is massive.
To start, there are no random encounters — instead, you see the enemy on the screen, but you are rarely able to avoid confrontation.

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»).
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.»
It's gyroscopic viewing features (moving the controller around to see a different view on the secondary screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
You'll be able to see on the screen which enemies around the map your current character will fare well against in battle, and who puts you at a disadvantage.
This is more an aesthetic and less a gameplay issue because you can always refer to your map on the bottom screen to identify enemy locations, but it can be a little jarring to see enemies seemingly teleporting into the path that you're running.
Maybe it's the number of enemies that appear on screen (this can actually be kind of impressive) but it is strange to see the presentation take a step backwards.
On the screen you can see Raiden holding a cyborg spine in his hand, which he presumably just ripped out of an enemy he defeated.
Unfortunately, on - screen objects are so fluid that it can be hard to see individual objects at times, such as when there are objects or enemies jumping back and forth between the background.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat on a static screen where you see the enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly on screen.
You see, the NES had a problem displaying a large number of sprites on screen at once, and would often glitch, causing enemies to disappear or reappear at will.
Attacks strike with no sense of impact while enemies sort of vaguely sway away from blows in the least convincing demonstration of pain I've seen in a long time, while sounds are often out of sync with the on - screen action and even powerful magic attacks lack the necessary oomph.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
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.
Because of this, we see frame rate slow down whenever there are too many enemies on the screen.
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.
Senua is always portrayed pretty large on - screen — possibly some of the biggest framing seen in an over-the-shoulder third - person game — and when enemies appear, battles take place as if she and her opponents are always locked on to one another.
Even with the brightness cranked up, it was difficult to see enemies in some cases, and on - screen text is chunkier and a lot harder to read.
To chop through enemies, players must use the touch screen to tap on the next enemy which will then see the Shadow Bug — armed with lethal katanas — slice through them before another one pops out further along the path.
The lock - on system begins to go crazy when too many enemies clutter the screen and don't you dare lock - on a flying enemy, because you will never see them as the camera twirls about.
As in Destiny, damage numbers will flash on the screen above the heads of enemies after shooting them, allowing you to see how much damage you are doing.
- 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
There's a lock - on system present and it's fantastic during boss battles or small encounters, but in larger battles focusing on just one enemy at a time proves to be an unwise decision as it leaves you open to attacks off - screen that you just can't see coming.
- Martina: a noble female warrior - Rou: a mysterious old man with a rather impressive white mustache - battle on PlayStation 4 / Switch: «Free Move Battle» lets characters move freely during battle & has «Automatic Camera Battle» option - battle on 3DS lets you chose between 3D Mode and 2D Mode - in 3D mode, you get to see your characters on the screen - in 2D mode, you only see the sprite of enemies, with a text box just below the battle screen - uses the traditional command - based battle system - one screen shows the protagonist covered in a mysterious blue aura, but it is not explained - new monsters include Mandra and Ocovolt
On the screen that hand is interacting with, you can see objects and enemies being placed in a level that looks exactly like a classic stage from the original Super Mario Bros on the NEOn the screen that hand is interacting with, you can see objects and enemies being placed in a level that looks exactly like a classic stage from the original Super Mario Bros on the NEon the NES.
The action on screen is absolutely frantic with a plethora of enemies, loads of button mashing and fast action everywhere you can see.
Another thing that is impressive, is seeing the amount of enemies on the screen at once.
This doesn't make the game easy, mind you, but it does mean that you can see all upcoming obstacles and enemy projectiles from anywhere on screen.
The game's «visibility» meter — in the form of an eye at the bottom left - hand corner of the screen which opens wider when you are in a more brightly lit area — also doesn't seem to have much effect on how enemy soldiers will notice you: I've been crouched up against cover in near - total darkness and the A.I. has spotted me through the wall; but I've stood out in the open, right underneath a lamppost, and they haven't seen me when they're just standing across the road.
Each level wraps around itself, so on screen you could infinitely travel left or right, but the actual size of the map is shown in the top portion of your screen so you can see where enemies are located / spawned on the map.
Whilst those shards are super important, further pickups see you given the choice of a limited time speed boost, further weapon upgrades or the malfunction of all the enemies on the screen — something that is vital in times of need.
First, we get to see Terminal Reality, who is the studio behind the action game, show off how many enemies they can display on the screen at once, even with your favorite busters not around.
You can see them on the screen, stomping around, swinging swords, firing arrows, and generally giving their enemies a hard time.
The level - based Earth defense game sees players defending the planet from fruit aliens by tapping and holding on the screen to strategically aim and fire at enemies.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat on a static screen where you see the enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly on screen.
Enemies appear on the screen and you can see them before you engage them.
There are some enemies I've never even seen, as given the nature of rhythm games, it is necessary to focus on the bottom of the screen where upcoming prompts are displayed.
Detailed information that would otherwise clutter up the screen can be hidden away in a context menu (ie, click on the enemy to see exact HP and how many seconds are left on the poison effect).
On the iPhone, the game field takes up about three - quarters of the screen, but the tiny enemies can be hard to see on the smaller screen, making the iPad a bit easier to plaOn the iPhone, the game field takes up about three - quarters of the screen, but the tiny enemies can be hard to see on the smaller screen, making the iPad a bit easier to plaon the smaller screen, making the iPad a bit easier to play.
We're curious to see how boss battles play out and will the amount of enemies on - screen increase.
As you are attacking an enemy, with your finger swiping crazily on the screen trying to deplete their health as fast and as desperately as possible, another could be preparing for an attack; a yellow line, indicating the timer, encircles the enemies health gauge as it counts down to when it is going to strike, and with you manically focusing on another enemy to even the numbers, your finger obstructing the screen, you may not see this timer and an enemy will then attack out the blue.
Also, when there's a large amount of enemies on screen, be prepared to see some frame rate drops.
The network was trained mostly on pixel data — that is, what you actually see on the screen — but its creators had to cheat a little by giving it some basic insight from the game engine on whether there was an enemy or item on screen.
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