Not exact matches
The UN bureaucrats, Scandinavian politicos, Clinton Administration «global affairs» mavens, radical environmentalists, feminists, and population controllers who planned the conference intended it to be nothing less
than the Great Cairo Turkey
Shoot: a political slaughter in which the
enemies of «individual autonomy,» «sustainable growth,» «global carrying capacity,» «reproductive rights,» «gender equity,» abortion - on - demand, and the sexual revolution would be utterly, decisively routed.
Rather
than blasting you way through
enemy ships this game has you managing time while
shooting all the
I must
shoot straighter
than my
enemy, who is trying to kill me.
The
shooting is tight, although
enemies are pretty tough eveb around Normal difficulty and the lack of a cover system or a crouch button means that you'll be going less gung - ho
than you'll want to.
Shooting enemies or destroying them with your supernatural powers is far easier
than engaging them in swordplay, making any scenario throughout the game a cakewalk.
However nothing is more fun
than using the shotgun to blow your
enemies back to hell that not only has this grunty feel behind it but it feels quite powerful as you cock - it and
shoot.
Can you quickly aim at
enemies» heads to bring them down in one or two arrows, rather
than the dozen or so body
shots necessary?
Initially you'll notice that the
shooting of dark matter is much slicker
than previous, and locking on to
enemies, jumping their attacks and pulling off
shots is easily done.
The exasperating thing about them is that while all his
enemies miss, Shaft never misses after more
than two
shots.
First off there is such a thrill (like in the days of Duck Hunt) of aiming and
shooting an
enemy that you feel more immersed in the game
than ever.
So Mario + Rabbids takes the X-COM approach to battle — a turn - based strategy where players hide behind cover and take
shots at
enemies, all while laying devious traps for your
enemies to fall into — and despite Mario not being the most violent of chaps, he's more
than happy to
shoot down some fools in the Princess and Country.
It's an Action game, the
enemies are running and jumping at you from all corners of your screen.Rather
than you, the player, having the ability to MOVE AWAY and
SHOOT AT the
enemy, you're left standing there like a Strip Pole with a gun in your hands.
It has become a frustrating fact of life that
enemy worms in Worms games have a nasty habit of pulling off near - impossible
shots, especially toward the end of the game, and in Revolution they seem to enjoy doing it more
than ever before.
Covering Fire has been changed so that youre soldier gets to take the first
shot rather
than waiting for the
enemy, giving you a chance to polishing off your foe before they inflict any damage.
Lara's brutal yet clumsy stealth kills simply help to seal the illusion that's she's desperately trying to survive, rather
than coolly just blasting through
enemies like they're barely even there.It's a shame that there's not more open combat scenarios as I found them to be far more enjoyable
than the plain
shoot - outs where it came down to simple whack - a-mole gameplay.
Ranged characters can still be cumbersome as targeting specific
enemies or other things is a little hit and miss, a problem that came to a head during a mission based around Gandalf and Radagast in which my chosen wizard (Gandalf) insisted on
shooting at something across the screen with his staff rather
than whipping out his sword and killing the orc that was in the process of pummeling his face in.
At the end of the first level you've killed more
than enough
enemies to feel powerful, including a helicopter, but then the cut scene starts and the main character leaps hundreds of feet in the air, over another helicopter, and blows it up with one
shot.
Kills feel more random
than they do a result of skill, so there's no real sense of satisfaction when you take out an
enemy and every time you're destroyed it feels like it was a cheap
shot.
«[The funniest moments in Pix Hop are] when there is more
than one
enemy,
shooting or laser
shots or exploding or moving to kill me,» he said.
Knowing when to switch between the two pilots is often the key to beating the game's 44 stages; it's about more
than just
shooting enemies.
So I started planning a huge game, with lots of levels and
enemies, different ways to reach the end, secrets, unlockable weapons, two endings... something that can be called a space adventure, more
than a
shooting game.»
Rather
than waste time capturing footage from all the chapters and picking
shots after breaking it all down, I captured perfect parries of each
enemy type and the different player moves.
Even with how powerful they are, each of these
shots are useful in their direct approach even when using a more powerful
shot stance (this one being the circle, which is strong attack) in order to dispatch their
enemies quicker
than before.
Seamlessly transform from human to werewolf in moonlight, as you
shoot, slash, and smash your way through more
than 30
enemies and five brutal boss arenas.
The first game's use of cover - based
shooting was a lot more satisfying
than just following
enemy patterns and jumping, whilst there's no denying that it could be a bit frustrating finding yourself simply resorting to interacting with everything in the environment as a means of progression — even for point - and - click veterans.
- 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
The controls are smooth and responsive, the guns pack a satisfyingly vicious sound provided you don't whack a silencer on them, and
enemies react very well when they get
shot, though weirdly at a distance sniper rifle rounds still sometimes seem to pass through bad guys rather
than smack into them.
For me however, nothing is more fun
than shooting a boxing glove missile towards your
enemy.
More often
than not,
enemies simply run out into open areas and
shoot until A) you've killed them or B) they've killed you.
Other
than that, I didn't really use this unless I needed to have a look at the
enemies and plan out in my own head what to do next — or if I had to heal someone and didn't want to get
shot whilst swapping between characters.
More like a chess match
than just
shooting endless
enemies.
There are some innovative combos required where you would need to combine specific arrow combos to kill
enemies, such as freeze, then fire, but the simple combat never lead to anything other
than move,
shoot, move,
shoot, which was still very satisfying and left me feeling a bit like Hawkeye from the Marvel franchise.
One of, if not the best and most satisfying ability you can use, is scanning a group of
enemies while in slow - motion before
shooting each of them faster
than Thornton would normally be able.
Return is more difficulty and much tricksier
than its predecessors, too, especially with a certain
enemy whose core is its only vulnerable point - hitting it elsewhere will cause the player's
shot to be reflected back after a cleverly - timed pause.
Dual wielding the pistols has them act more like machine guns
than revolvers as the player blasts away hoards of incoming
enemies using both right and left hands to aim.There are also platforming sections that act as bridges between the
shooting sections and serve as transitions to new scenes and locations.
To the reviewers that don't think this game is «serious» enough (and yes, there are more
than a few out there): it's half naked girls that turn into cars and
shoot and run over
enemies.
I've been waiting more
than 30 years to feel like I'm
shooting down
enemy spaceships, Star Wars style, and I'm happy to report that the Gear VR has made that a reality.
That being said, combat in KZ: Shadow Fall is much slower
than other FPS's out there, since your character feels heavier and
enemies will quickly whittle you down with a couple of well - placed
shots, so each encounter is more of a skirmish
than run and gun.
You have
enemies that attack closely and those further away that require using your scope, and you've got a lot of tricky situations like getting surrounded and using a mix of
shooting and vacuuming to claim victory, which is more apparent in the Defense Missions than the Shooting M
shooting and vacuuming to claim victory, which is more apparent in the Defense Missions
than the
Shooting M
Shooting Missions.
So Mario + Rabbids takes the X-COM approach to battle — a turn - based strategy where players hide behind cover and take
shots at
enemies, all while laying devious traps for your
enemies to fall into — and despite Mario not being the most violent of chaps, he's more
than happy to
shoot down some fools in the Princess and Country.
But there's nothing better
than getting together with a bunch of friends from across the world catching up and
shooting the breeze... and your
enemies on a Friday night.
Rather
than just letting players burn through the levels through
shooting enemies and reaching the exit, Livelock dishes out different tasks to accomplish.
The shield opens up tactical options that other games just don't have, and rather
than being forced to play conservatively with
shoot - and - run tactics, you can choose whether to fire grenades over walls and take cover frequently, or to charge right in and mix it up all the while hoping your Newtype response times will let you activate the shield just before the
enemies»
shots hit you, and that you can destroy the
enemy before the shield overheats.
Half the time you would just stand rooted to the spot in an attempt to
shoot faster
than the
enemy and hope he dies before you do.
Locking on three times takes longer
than it would take to just aim at and
shoot an
enemy with any other weapon, and If you stand around long enough to get locked onto three times, you probably deserve to get gunned down.
The gun can be classified as the most balanced weapon in Micro Machines: World Series, in so much that it requires more
than one
shot to take out an
enemy.
«The game's launch trailer isn't much more
than a highlight reel of Nazi killing; a two - minute reminder that distance
shooting might be Sniper Elite's focus, but it's hardly the only means by which Lt. Karl Fairburne can neutralize his
enemies.
Finding your team, completing your data collection and
shooting the
enemy in the xeno - scrotum is debatably a more elegant narrative
than the tale of three warring factions all vying for the use of explosive space Hula Hoops.
Enemies can duck behind cover and blind
shoot at you, though more often
than not they will make their way towards you to try and
shoot you at point blank range, with you then being able to use your melee attacks to take them down, again, to the fine tune of excellent animations.
The story offered up is weak and little more
than a shell for the player to run around and
shoot some more Nazis or Communists or Zombies or whatever
enemy the latest slew of games presents.