Sentences with phrase «something about your enemies»

This one appears to be doing more than its predecessor by way of setting up the universe, which it does via an angry, militant leader hollering at you for the duration of the clip about the progress and glory of mankind (he also mentions something about enemies, likely of alien origin, wanting to strip us of said glory — go figure).

Not exact matches

On April 6, 1944, Marines and sailors aboard Naval vessels located in the Pacific were going about their regular workday knowing the enemy was planning something soon — something big.
The way we have reacted to the death of our enemy says something about us; we must remember that when we have an enemy we make ourselves into an enemy as well, and we were horrified when our enemies celebrated in the streets because of 9/11 and yet now we are behaving the same way.
If we have something to say about the timeless enemies of the human condition — injustice, ignorance, bigotry, exploitation, hunger, war — we will fail if we try to sound like every other voice in the public realm instead of using our language and tradition.
Everything is food or non-food, friend or enemy, something you can ignore or must be careful about - very sharp contrasts.
Something about the tone of your response to NP led me to believe that you so regard culture as the enemy.
Or maybe you take a more active stance toward your enemies and gossip about them, spread lies about them, turn them into the police when they do something wrong, and pray that God will punish them for their wicked ways.
These days the thought of something so rich often makes people worry about calories and fat, an enemy of the waistline, but I think that's missing the point.
So the enemy of the (Arsenal) State had something to say about the Arsenal season during the Chelsea Award / Dinner Night.
Although I've found it very cathartic to speak, vent and end occasionally rant about all things Arsenal, we need to act carefully and intelligently right now or we're going to get played by this club even worse than at present... the pro-Wengerites and the suits, who represent a considerable proportion of the season ticket holders, don't want to believe that there is no plan and that Wenger has mailed it in for several years now or that things are going to get much worse before they get better... why would they... many have spent a considerable sum buying some of the highest priced tickets in the World... they want to have a front row seat to see something special and to be seen doing so, which simply provides ample justification for the expense and the time invested... to many of them, Wenger is the sun in their soccer universe... his awkward disposition, misplaced arrogance and his utter lack of balls makes him a rather unusual cult figure, but the cerebral narrative seemed to embolden those who already felt pretty highly of themselves... many might not even of really liked football that much before his arrival and rarely games they weren't attending... as such, they desperately believe that Wenger, and only Wenger, can supply them with their required fix... if he goes, they were wrong and that's a tough pill to swallow... they would have to admit that they were duped... they will definitely resent whoever made them feel this way, but of course it will be too late by then... so when we go overboard with ridiculous comments bordering of anarchy, it scares the shit out of them and they shift their blame towards us rather than at those who really perpetrated this act of treason... we aren't the enemy... we simply woke much earlier and the reason our comments have gotten more vile in recent years is out of utter frustration... in order for any real change to occur at this club we need to bring as many supporters as possible with us or the big money interests will fade and our ultimate objective will be lost... so it's time to focus on the head instead of the heart for now
There's something almost old - fashioned about Michael Mann's Public Enemies, a mostly factual re-telling of the descent and death of John Dillinger (Johnny Depp), one of the 1930s most infamous bank robbers.
There's something very special about scoping out an enemy base, only to hear «sandstorm approaching», and throwing out all of your plans to adapt to the situation.
This isn't the roguelike experience of something like Neon Chrome; instead, it's more about hunting down endless waves of enemies, a la Crimsonland, the game that put them on the map (and was also way ahead of its time for introducing RPG elements to dual - stick shooters).
It is plenty fun to shoot up the countless number of enemies the game throws at you, but to actually care about what happens to the characters in the story is something that sets it above other games.
In the spirit of heeding my mother, however, I shall admit that I have found something nice to say about my mortal enemies the Farrelly Brothers, potty - mouthed harbingers of the doom of what might once have been called American culture.
There's something about playing as your favourite hero from a formidable cast of 25 that makes running around massive stages while battling hordes of enemies extremely enjoyable.
I don't know why, but personally I've always been fond of having massive battleships, and given the opportunity will usually try to use them where possible because there's just something inherently awesome about bombarding an enemy base from the safety of the ocean.
Gunning Orks down may be fun, but there's something incredibly satisfying about wading in with your Chainsword and cutting through legions of enemies.
There's something immensely amusing about watching people get suddenly yanked away, and handily it also serves as a fantastic way of clearing bodies from a level to lessen your chances of being discovered by the enemy.
There's just something about attacking a horde of enemies and then finishing them off with a flame sword attack.
It's just a shame that there's no proper boss encounters as such — using light sources in imaginative ways against tougher enemies is something that Remedy should seriously think about if Alan Wake is to become a franchise.
There's just something fun about running around a battlefield, mindlessly hacking and slashing away at enemy soldiers.
- 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
Instead like I mentioned earlier we wanted to really expand on the world of Skyward Sword and we kind of tried to think about what kind of cycle can we create in the game that really encourages continuous exploration so that what came up was things like needing to cook and gather ingredients to eat, needing to procure weapons from enemies because they break, things that like there's a cycle of expending something and then procuring something, that's like a main important part of this game and it was kind of drawn more from that than any singular inspiration.
EA: So initially when we thought about this idea of something breaking and having to get it again, we thought about it with different items instead of weapons and we tried it out and it was a lot of fun and we wanted to expand on it and we tried different things and we found the idea of having to go out and collect things and search for things was very fun and we thought what about what would be the most fun and what can we apply this concept to and we could get the most out of this and we realized that weapons is where it is, because in a world filled with enemies losing your weapon is such a crucial mistake and you lose your way of fighting and encourages the player to carefully use their weapons and not swing it every which way however they want.
There is just something visceral and satisfying about blasting through waves and waves of enemies that are bent on your destruction and coming out on the other side victorious (and relatively unscathed if you have skills like I do, «ahem»).
There's just something deeply satisfying about passing through enemy territory with minimal fuss, whipping out a smartphone to distract enemies.
The answer is simple; despite its many flaws, the reused enemies, textures, dungeons, and bosses, and even in the face of a difficulty curve best resembles a sidewinding snake, there is just something about the Neptunia universe that I find utterly appealing despite how much of a mess it is.
There was something almost touching about sprinting through the Undead Burg again, chopping enemies to death in just one hit.
I have a penchant for stealth games, there's something about being able to perfect a certain run or level whilst outsmarting the enemy AI whose main prerogative is to find you.
Housemarque has become the kings of particle effects, and there remains something undeniably satisfying about watching enemies dissolve into colourful cubes.
Maybe there is something about the gunplay, the satisfaction of popping an enemy's heads off or disintegrating them with a fusion rifle that I can't seem to get enough of, something that keeps me coming back.
While turn - based games are still amazing and I would gladly play one any day of the week, there's just something about being able to control every inch of the battle, move around freely, and just wail on enemies like there's no tomorrow that has always drawn me more to these types of games.
There's something undeniably appealing about teaming up with mortal enemies toward a common goal.
This is the same for patrols and exotic animals alike, and if you're patient enough, the bow can take out enemies far above and beyond your level range (I was taking out level 30 - something tigers while my office was about half their level).
However one small gripe with the combat is with the enemies, as they seem to be somewhat dumbed down for some reason and can easily be manipulated, although this can not be said about the boss battles you encounter which will give you some challenge and sometimes it might even take you out a few times before you finally manage to take it down, but this is why the Tales games combat is so appreciated because once you do something that takes some effort you feel so rewarded once you pull it off which is not always standard in today's JRPGs in my mind.
There's something very special about scoping out an enemy base, only to hear «sandstorm approaching», and throwing out all of your plans to adapt to the situation.
Ever since the release of Uncharted 3: Drake's Deception for the Sony PlayStation 3, many players have noticed that there's something off about the aiming functions when it comes to pointing weapons at enemies.
It really is something of a glaring flaw, as I died to camera - related issues about as often as I did to actual hazards and enemies.
-- Stalfos There's just something classic about a reanimated skeleton enemy that goes so well with the themes of a series like Zelda.
This isn't the roguelike experience of something like Neon Chrome; instead, it's more about hunting down endless waves of enemies, a la Crimsonland, the game that put them on the map (and was also way ahead of its time for introducing RPG elements to dual - stick shooters).
Mostly, you'll clear areas of foes by using your paint to creatively navigate the world or surprise enemies, while the boss battles have something of a Mario-esque feel about them: there's an obvious weak point to exploit in each, but you'll need to play smart to actually succeed.
Many enemies have audio triggers to indicate a certain attack that they are about to unleash, which many players decipher into a dodging action or something to counter, as to not take all the damage up front.
There's definitely something to be said about planting C4 on multiple areas of an enemy base and standing from afar as you detonate everything in sequence.
a b c d e f g h i j k l m n o p q r s t u v w x y z