When you are
sighted by a guard, you may try to escape them by running and hiding.
Not exact matches
On
sighting the Operatives, the armed
guards who were stationed
by the gang to keep watch over their victims opened fire on the Police and the operatives responded and overpowered them in a tactical operation that saw three members of the kidnap gang suffer fatal injuries while their victim was rescued unhurt.
This continues with the enemies - particularly the
guards - who are often found in the sea of zombies
by the player honing in on their chatter rather than through plain
sight.
Surely, even the toughest Kalashnikov - carrying border
guard has a heart that can be melted
by the
sight of our Panda.
Predictable and consistent behavior Prefers human company, especially children Relatively «directable» without training Affectionate Able to be banged around,
by kids and clumsy humans Comfortable indoors, and in the climates you live in and take vacations Doesn't require a lot of exercise Calm in the home; not hyperactive Medium high food drive; medium high prey drive (for fetching) Able to take, and learn from, a correction Low initiative Low fearfulness Submissive Low other - dog aggression Quiet; not highly reactive to bark at
sights and sounds around the home or in public Image of a
guard dog without the actual follow through (if you are into that kind of thing) Easily Housetrained (some breeds are easier than others)
Before that, the last confirmed
sighting was the morning of March 17, when Coast
Guard officials received a report of the cetacean
by the Coronado Bridge.
But even skeptics were caught off
guard when a recent
sighting of a rare humpback whale was reported
by tourists sailing off the coast of the Placencia Peninsula.
As you sneak from corner t0 corner, the
guard's area of
sight is represented
by a white beam.
You can always see the full layout of the map and where cameras are, but
guards can only be seen if you have a line of
sight on them, although if you're close enough you can «hear» them through walls, represented
by a dashed green circle moving around the area.
Artyom now has a handy indicator on his wrist which lets him know when he's hidden from
sight and when he's not, making sneaking through the shadows feel considerably smoother as you pass
by guards mere inches away, unscrew lightbulbs and create distractions.
This is more apparent when talking about the difficulty of the game too, as it's not just a straight up arcade game where you can rely on riding
guard rails to get round corners, as FlatOut 4 does incorporate some realistic physics, this combined with the extremely aggressive AI will lead to a lot of restarts as quite often you'll be rounding a corner with the chequered flag in
sight, only to be spun out
by one of the AI, or hitting an imperfection in the road sending your car into a snake only for the back end to come around on you.
The game has you floating around underground caves
guarded by little autonomous robots that will engage you on
sight, while you search for loot, ammo, and the exit.
When it comes to
sight though,
guards are limited to seeing things that fall into their white, triangular field of vision and nothing else, except for when they enter conversation with each other in which case, they become so entranced
by the person they're talking to that they fail to see anything around them, no matter how close (respect for clearly being fantastic listeners though).
Depending on how long the character stays within that cone of vision,
guards will either grow «Suspicious» or go into a full - blown «Alert» phase: When
guards are Suspicious - as indicated
by a question mark - they will scout the player's last known location and the surrounding area; Alerted
guards will chase the player down until he / she is either captured, or has escaped their line of
sight by hiding behind something.
You can cancel the planting process
by starting a sprint or aiming down
sights in case you're caught off
guard while placing satchels.