Sentences with phrase «varied enemy ai»

Level design is far more open, allowing for multiple strategies and varying enemy AI to adapt in real time and make each encounter feel unique.
The Artificial Intelligence that powers the numerous and varied enemies is very solid and carefully protects the rabbit targets, with reinforcements and an increase in mobility making them even more of a threat when the player is heading to the gate that ends a level.

Not exact matches

'' [The researchers»] conclusion was that the nature of action video game play was critical in «forcing players to simultaneously juggle a number of varied tasks (detect new enemies, track existing enemies and avoid getting hurt, among others)...»
Definitions vary according to the size of the window that constitutes life, (when it starts and stops), its quality or relative value as measured by those in power, (i.e. slaves regarded as half - people, uncharismatic mutations, the sick and aged, outsiders, outlaws, enemies, militarily weaker populations with confiscatable possessions, those with «fates worse than death», et al), and whose lives, (responsibility for all of a wars» deaths might be attributed to the defeated).
The enemies vary depending on what level you're on but it never changes the fact that you will be dead in moments if you don't pay attention, time your hits, and move often.
The pair exhibit varying levels of enthusiasm over having a journalist along for their tour as they have serious concerns about how their image may be affected when William (a.k.a. «the enemy») publishes his story.
It's a satisfying and pleasantly difficult system, buoyed by varied enemy attack patterns which force you to change up your strategy.
The enemies aren't very varied, so you will often encounter many of the same enemies.
Enemy artwork is also surprisingly varied, and each enemy type is quirky and appeaEnemy artwork is also surprisingly varied, and each enemy type is quirky and appeaenemy type is quirky and appealing.
Even the basics of combat are getting a bit of a refresher, with new environmental attacks and something called the «State Combo» system, which sounds like it offers more dynamic combos that vary based on where your enemies are and what they're doing.
Enemies are so varied that getting your arse kicked as you learn to defeat them is half the fun.
The castle is huge, the enemies varied, and there are plenty of weapons and abilities to unlock.
Unlike some tower defense games that seem to dole out waves of enemies in escalating numbers or strength, Hell Warders assumes that there will be a number of human players in the mix and so even very early waves consist of many enemies of varying types, with hulking mini-bosses appearing as early as the second wave.
Combat is much sturdier and enjoyable in Disney Infinity 3.0, particularly the varied enemies that you face and the Jedi powers at your disposal such as force pull, push and dash.
Given that, the gaming environment of Mario and Luigi: Dream Team Bros. is quite varied and interactive as you explore a plethora of strange places with puzzles, enemies and other challenges that could only be found in a Super Mario game.
Thankfully, enemy design is varied, and each enemy type is outlined in a Bestiary available in the menu.
Initially, each character is able to build a basic defense that matches its color — and deals more damage to enemies of the same color), but they'll get progressively more complex and varied, as you'll start to combine items between two or more characters.
The hand drawn cartoon visuals look great, and there is a surprising amount of different enemy appearances which helps to vary up the gameplay.
Every single level is absolutely jam - packed full of secret collectibles and varied enemy design, it's easy to appreciate the passion Retro Studios has put into the title.
The update adds new game modes for both PvP and PvE, a new map, and significantly improves the AI enemies, which are now much more varied and smarter.
While the specific objective varies from level to level, destruction of the enemy's castle and troops via the projectile launcher is the primary gameplay mechanic.
Between battling massive enemies, mastering my paragliding and shield surfing skills, and testing my accuracy with a bow, every challenge was varied and fun.
While each bosses attacks were varied, ranging from shooting smaller enemies out of a giant blunderbuss to creating massive shockwaves for players to dodge, the overall strategy is the same.
The engine used to power Project Origin is a vastly improved and enhanced version of the one that drove F.E.A.R., the environments are more varied and larger, enemy types are broadened beyond just replicas, the already impressive A.I. has been built upon substantially.
Visually, the game is colorfully varied, with pixel graphics mixed into a 3D world; enemies will pop out of the background, launch missiles, and spin giant robots around wildly to make you explode.
The supply missions are varied, often challenging, but usually more enjoyable than those offered by the CEO special cargo work — one had me stealthily disposing of enemies whilst searching for the supply crate, whilst another involved stealing a tank and (in my case, because my Bunker is so far from anything) using the sluggish Cargobob to deliver it to my facility.
As you make your way through the many sparsely lit corridors and into the those areas where all the bad guys are waiting to pump hot lead into your ass, you can fight fire with fire with your hand gun or pick up the varied number of weapons that said enemies will drop as you send them on to their next life.
Gameplay: 7 While the minigames are fun and the enemies slightly varied there are a few flaws such as the repetitive boss combat and general shortness of the game, lasting only around 45 minutes to clear every stage.
These upgrades do mix up the formulaic nature of the gun - play, and their presence is the saving grace that keeps killing enemies, which you'll be doing a lot of, somewhat varied.
Ghat can pick - up guns and health and life (small flowers) that are in levels and even has some grenades that are available to him, so how you take out enemies can vary.
Played the beta and the only way I'll buy is if they add more enemy types and more varied quests.
The incredibly thin roster of enemies is disappointing given how far older games managed to deliver a more exciting line - up of varied foes to battle against, often in just the first level, while also featuring better AI and avoiding resorting to cheap enemy placements to create a sense of challenge.
Totems in Dreamland is a solid Action game providing unique gameplay mechanics yet to be seen on Gear VR, in a beautiful world filled with plenty of varied enemies.
The enemies are detailed and varied enough but some of the animations were simplistic.
Enemies are varied and offer an interesting challenge, while the environment sees the gradual introduction of the standard platforming tropes; moving platforms, zip lines, buzz saws, switches et al..
Weapons vary enough, feel weighty and punchy, and must be used down to the last round due to the overwhelming advance of enemy soldiers.
Standing in your way are enemies of varying difficulty, tricky platforming sections, and some rather «floaty» controls.
The character design is rather varied as characters are referred to as assets as your character is sitting in an immersion chair in full control over an asset with different assets effectively having their own loadouts including a specific weapon to begin with, unique abilities and enhancements such as Collene Deckard classed as an Assassin with a 20 % increase in critical shots to enemies and a 10 % increase in speed who also has a Nanofiber Shadow Skin which makes the assassin practically invisible when in shadow as well as being equipped with a burst rifle and a laser pulse.
Voice - overs vary for each of the mercenaries as they swear when being overrun by Zeds and communicate with team members in a serious manner to remind them of low visibility or rather humorously inform the team of their generosity when handing out some free dosh, while enemy bosses taunt your character that your defeat is inevitable and a female trader comments on your team's progression and instructs your team to return to the trade pod for re-supply after each wave has been completed.
The window of damage varies widely from enemy to enemy, but there's nothing to explain a fully - powered Alis doing only 2 or 3 HP of damage to a given enemy when uber - wuss Noah does five times as much in the same round.
Enemy design is rather varied as the majority of the dozen or so enemies have unique attacks or abilities and vary in size, but have two things in common as they are all capable of creeping up from anywhere even through vents or sewers and look as though they are straight out of the most horrifying of horror films.
When it comes to killing and feeling like a one person army, Hotline Miami 2 is as fun as ever, thanks the simple yet challenging combat, varied enemy types that'll have keep players on their toes, and all new characters that change up the way you kill by offering new and cool gameplay mechanics, replacing the mask system in the first game.
The enemies vary from birds to annoying frogs and are not too detailed but it interesting to note that most of them end up being re-skinned and given more health to be «different» which really fits in with the 8 - bit art choice.
There are over 40 weapons which can be upgraded after completing the second mission as the chief engineer Minikin is capable of upgrading the damage, accuracy, codex count, magazine size and reload speed for varying amounts of in - game currency referred to as credits that can be collected from areas throughout the spaceship and are randomly dropped by some enemies too.
Each level generally feels different to play across, though gameplay doesn't vary up too much; it's just a case of keeping on shooting enemies until you've cleared them all out.
For us it's important to vary enemy look, weapons and behavior to keep combat fresh.
There's also a diversity in the enemies you face be it scorpions, bats or skeletons that whilst not imaginative in design work well in gameplay with their varying attack styles.
Enemy design is varied as enemies are gradually introduced such as inhabitants of the jungle which come in differing shapes and sizes that have been digitally corrupted, while flies will also attack Rad and Dusty with jellyfish enemies firing barbs in all directions and water is usually electrified as a deterrent from falling into it coupled with spiky red thorns, alongside dangerous looking red enemies that attempt to prevent Dusty from achieving his objective in the Pixelverse.
The dark gothic theme remains throughout the game, but areas and enemies are varied very well, so it never becomes stale or boring.
Sadly, most of them don't vary the gameplay beyond going from point A to B — to kill enemies, flip a switch, or variations thereof — and can be completed in roughly four or five hours.
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