Sure, it shares some similarities (e.g. piloting a small ship,
shooting enemy waves, etc.) from the iconic game that helped popularize arcade shooters.
Not exact matches
You move around on screen from side to side and up and down
shooting wave upon
wave of
enemies.
The Legend of Zelda's hack and slash off -
shoot Hyrule Warriors sees Link, Zelda, Impa and Midna battering massive
waves of
enemies across Nintendo's colourful world.
Sadly, though, this concept has a few holes in it: first of all there's zero incentive to actually use stealth as just
shooting them all works just as well, and secondly it's extremely strange to be asked every ten
waves to move back to the building you were just at ten
waves before that has now, somehow, gotten re-taken by
enemy troops, despite the fact that you're just a few hundred feet down the bloody road.
I'm never really a big fan of fighting
waves of
enemies, but I'll give it a
shot.
Sometimes you'll be fighting
waves of
enemies in corridors using cover - based
shooting mechanics, and other times you'll be forced to be stealthy where getting caught doesn't mean entering the other style of gameplay, rather it means getting
shot in the face and reloading the last checkpoint.
One of the most surprising things about Gears of War 4 for me was the discovery that, after all these years,
shooting wave after
wave of increasingly difficult
enemies could still be really fun.
If you use them right, and remeber to conserve the power ups by hitting the Right Bumper, you can take out entire
waves of
enemies in seconds with a couple
shots.
Enemy fire can kill other
enemies so lining up a shotgun
shot aimed at you to take out a
wave of guards is a viable, and useful, strategy.
- split up into three
waves - each
wave gives the team a quota of eggs to collect, as well as a time limit - goal is to defeat
enemies, causing them to drop eggs - haul those eggs back to the basket - if you meet your quota (and you're still alive) when time expires, all remaining
enemies retreat and you move on - when you start out, the difficulty can be set to 5 % out of a possible 100 % - heavy Salmonids have armor in the front, so you have to him them in the back - when Inklings take too much damage in Salmon Run, they can be revived by a teammate
shooting them with ink - another boss character is a tall, slender creature that approaches from the shoreline - this boss is made up off pots, which you have to
shoot to make disappear - another boss is a massive metal eel that rains down ink - the eel is piloted by a Salmonid creature, which you have to take out to stop the eel - another boss has two trashcans attached to the side of it, and it hovers over the battlefield, - a trashcan opens and it rains down blobs of ink onto you - you can take him out by tossing bombs into the open trashcans - Nintendo says that 40 % difficulty is the highest difficulty people on the Nintendo E3 team could beat.
Mainly you find yourself taking cover and popping
shots for
wave after
wave of
enemy until the game deems enough have been killed to let you forward, and after a series of cut scenes, you'll do it again.
Enlist today and cut down
wave after
wave of
enemies in this endless
shooting adventure!
Gameplay -
Shoot all
enemies in the
wave to progress.
The levels are actually just sidescrolling backdrops with random
waves of
enemies, and it eventually becomes nearly impossible to complete the levels since there's simply too many lasers and cluster bombs to
shoot down or avoid.
Like Galaga
waves of
enemies come on screen and you have to
shoot them to save Earth.
It's an interesting way to keep the players engaged, since just straight up
shooting waves of
enemies would be fairly boring, and does a great job of highlighting all of the improvements made to Modern Warfares system.
Each time I looked up close to Quill in Moss and watched her
wave to me, and each time I peered out a corner to
shoot enemies or jumped out a window in Blood and Truth... I was in it.
Once again we'll be leaping across roofs, hunting for those elusive orbs, driving transforming vehicles, and
shooting wave after
wave of
enemies.
I don't mind the lack of true
shooting while moving because the «tank» like controls of your character add to the tension in each round as you struggle to survive increasingly blood thirsty
waves of
enemies.
The developers try to spice things up with challenges that must be completed in some
waves, and these provide somewhat of a twist to the
shooting action by having you kill X number of
enemies while standing in a specific location of the map, or melee killing Y number of
enemies.
Highlights include a black and white city landscape which invites you to smash buildings as they pop up beneath you whilst fighting off
waves of planes doing their best to take you down, and a game that puts you on a circling platform with the ability to destroy various
enemies that populate the screen by slinging
shots at them from your arms.
A few highly repetitive missions are available, all of which have you pace back and forth in one of the game's multiplayer maps while
shooting endless
waves of
enemies in order to reach high scores.
As before players take on
waves of
enemy combatants and mechs as they progress through semi-linear stages, jumping,
shooting, using sights, and seeking cover as they engage periodically in combat.
Non-stop 3D Action shooter: The
waves of T.O.O.L
enemies just keep on coming and you and your brother need to have some serious out - of - this - world
shooting skills to take those repugnant space bullies down!
I Hate Running Backwards is a never - ending adrenaline packed
shoot»em down roguelite that puts the emphasis on destruction and fighting never ending
waves of
enemies while time traveling through procedurally generated, fully destructible worlds!
Making matters worse, they are unable to react fast enough to the
waves of
enemies, and it was a common occurrence to see them run right past
enemies without firing a single
shot.
Dodge and
shoot your way back up the tower, and blast down
waves of
enemies as you make your way towards the top!
As you move up and down the screen in your plane of war
shooting the
waves of
enemies both on the ground and in the air you try and dodge
enemy fire that in some cases will fill the screen entirely.
Gunjack 2: End of Shift features the same gameplay style as its forbear, where players control a massive turret onboard a spaceship,
shooting down
waves of
enemies.
Like the other games in CHAMProgramming's series of arcade remakes, it is remarkable for closely emulating the original, the smooth gameplay and two game modes, the original «Classic» and the enhanced «Champ» mode.The «Classic» mode plays and feels like the arcade machine, with very similar graphics, sound and gameplay: You play a spaceship, moving horizontally at the bottom of the screen, and
shooting up at a bunch of Space Invaders - like aliens, which attack you in
waves becoming harder and harder with the game.The «Champ» mode is an upgraded version of the classic game with new
enemy types — requiring more than one hit to destroy, or equipped with a cloaking device making them nearly invisible — and a variety of power - ups for the player, with create an entertaining variant of the original game.Finally, the game features a variety of options — one or two player modes, three difficulty settings, adjustable game speed, input by keyboard, mouse or joystick (Champ even released a «Champ cable» that allowed you to play the game with digital joysticks), and a high score table to round it all off.
But the team has clearly learned its lesson from the bad old days of the first Destiny, when a miserly reward resulted in players standing outside a bugged spawn point
shooting infinite
waves of
enemies for hours on end.
The Doodle Army wants you!Get the full version for more missions, boss battles and mini games!Enlist today and cut down
wave after
wave of
enemies in this endless
shooting adventure!
As you play through a stage, each
wave consists of several small groups of
enemies to
shoot in between periods of waiting for something to happen.
Game Pick: «MiG Madness» (Bionic Shark Studios, commercial indie) «MiG Madness keeps its objectives simple: players must
shoot down squadrons of
enemy planes and collect power - ups throughout dozens of
waves of increasing difficulty.»
The basic concept is to
shoot your way through
waves of asteroids,
enemy ships, and other obstacles while collecting power - ups, special weapons, and achievements.
Created by
shoot -»em - up specialist Treasure, this is a slick side - scrolling action shooter pitting Osamu Tezuka against
waves of
enemies, armed with a graceful melee combat system and powerful special attacks.
I Hate Running Backwards is a never - ending adrenaline packed
shoot»em down roguelite that puts the emphasis on destruction and fighting never ending
waves of
enemies while time traveling through procedurally generated worlds
Each
wave introduces a new concept (
shooting enemies, collecting orbs, dodging bullets...) until you're trapped in a screen full of projectiles, explosions and
enemies.
Released in 1978 by Taito, Space Invaders popularised many emerging features of the
shoot -»em - up genre including high score tables and endless
enemy attack
waves.
There's some fun to be had here
shooting at
waves of
enemies (or each other), and some testing scraps against giant, animatronic versions of classic Metroid bosses.
It was easy enough to pick up the game's controls, and even easier to get used to aiming and
shooting, but I never felt a
wave of accomplishment when I killed an
enemy.
A few highly repetitive missions are available, all of which have you pace back and forth in one of the game's multiplayer maps while
shooting endless
waves of
enemies in order to reach high scores.