Sentences with phrase «when enemies»

You have a Gravity Bomb which can be strategically placed on the screen which draws enemies towards it, useful in a number of ways such as last ditch attempts at killing enemies but also for some sneaky tactics such as grouping the sherbets together when enemies have them for an easier defense.
His sessions in particular can become frustrating when enemies drop their weapons, and yet you stand with your empty rifle unable to shoot because you haven't found an ammo cache to reload.
They also have to time their dodging when enemies fly into a rage and can't be blocked.
Instead of pressing a button to go into cover, you automatically do it when enemies are around.
Fixed the issue when enemies would get stuck out of the game environment after throwing the Gigantic Ki Blast during expert missions
The developers have revamped the inventory screen, improved performance, added options to disable the fish - eye effect from Witcher vision and automatic sword drawing when enemies are near, and increased the maximum character level to 100 in new game plus.
One of the co-op mechanics in the game is when enemies show up with colored shields tailored to a specific Fury.
When enemies are near, all you have to do is hold the analogue stick in the direction of the enemy and you attack them.
The weapon types felt varied, with Assault rifles feeling a little weak while shotguns packed a comfortable punch for when enemies got too close.
This game mimics the Uncharted formula to a fault — we all know the banter, the pacing; when a handhold is going to crumble, when enemies will turn up at an inopportune time.
When enemies are defeated, they can drop meat or robot parts, and eating or installing them will change a character into an intermediate form, Beast and Cyborg, and an additional one will transform them into full Monsters or Robots.
Additionally, players can now utilize the new «ACE Skill» system, an arsenal of powerful new moves that can be unlocked when enemies drop the «Proof of Expertise» item.
Luckily, the camera gives you plenty of space, so you're able to see where you are, and, more importantly, when enemies are going to strike.
The HTI rifle has you covered when your enemies are using road vehicles or helicopters.
The gameplay is built upon those same foundations, with familiar twin stick controls for running and gunning, a powerful melee when enemies get too close and a dash for when you need to try and get out of a sticky situation.
If firing a pistol during the day attracted a few undead, then firing during the night when the enemies are already aggressive and hyper - sensitive would surely be a sure - fire recipe for disaster.
When some enemies die they drop power ups or some sort of upgrade.
Flow Attacks create move - set combos that differ depending on the enemy's position and seamlessly continue when enemies become prone, are in mid-air, or stunned.
When the enemies are this state, you're encouraged to find creative ways to murder them.
There are times when enemies are not penalized for «breaking the same rules» that you're forced to follow.
When enemies get near you, stuff just might happen to them.
From a third - person perspective, players use swords to attack and kill ogres in melee - style combat; large blood - splatter effects occur when enemies are hit.
Throughout each level are hidden weapons, a shot gun or machine gun, and can be a huge aid when enemies number get a bit high.
When the enemies seem to be coming from anywhere, a great advantage would be coordinating with someone else to say «I'll take the enemies on the right side,» or «You take out the fire enemies».
Calling out when enemies are spawning and flooding in, timing your super attacks and, of course, crying out when you've been downed and need reviving — a fairly regular occurrence.
When all enemies have been cleared from the area, an extraordinarily helpful piece of animation has Lara holstering her weapon indicating that it is safe to continue.
The big feature of the combat is an odd sort of «execution» system: When enemies get low on health, you press the right trigger to «execute» them, which involves pressing corresponding buttons when the enemy flashes different colors, sort of like that old Milton - Bradley game Simon.
This is especially apparent when enemies such as bandits and mutants are able to tumble, flip, and jump at you like kung - fu gymnasts on phencyclidine, and all you can do is wave the butt of your gun at them and hope.
Secondly, when enemies are presented like this (that is, plentiful and no real jump moment), the game becomes more of an obstacle course.
There's also a special ability that charges up with time and as you obliterate enemies, this can be used multiple times and it's very useful when enemies have crowded upon you and you need to take them out together.
He can also not fire while jumping, or fire on the move — things that, unfortunately, serve as more of then just a hindrance in later parts of the game, when enemies seek to flank you on two sides to deliver hot bullet death all over your face.
So the player will resort to random dodgeroll when enemies are off - camera, but ask yourself... why am I dodgerolling?
The extended radius of the Shockwave makes it easier to clear out some space around you when enemies are trying to pin you down from all directions.
You attack the enemies while trying to rack up combos by countering their attacks and you get graded on how well you did when all enemies in the near distance is taken out, and sometimes you get the option to go in stealthy which is in my mind the way to play a Batman game but then again you sometimes need to get deep and dirty and just button mash your way to victory as you will encounter a lot of enemy battles as you progress.
Tapping the touch pad displays an overview of your vehicle's abilities, while vibration occurs when firing at enemies and when enemies hit your vehicle with weapons or abilities during free - for - all events or with Nerf weapons during race and elimination events, alongside passing through an electrically charged obstacle or falling off the track.
When enemies are in this stunned state, they will be flashing a specific colour, which will give you an idea of what power - up you will receive when you absorb the essence.
With Chumbucket riding on the back of the Opus, you'll be able to fight back when enemies attack.
As I mentioned earlier the dialogue is also atrocious at times; when enemies die they sound like a five - year old overacting a death sequence for far too long.
When enemies appear, regardless of whether they are Dredge, horsepeople or opposing factions, the game shifts to a grid and isometric view, with players able to choose which six characters they want to take into combat and how they start the engagement.
The game also has a solid sound design, with great voice acting for all the characters and a distinct audio identity for all the planets, although there are some moments during combat when the enemies are so noisy that it's hard to focus on taking them out.
This is a very powerful ally in the game, especially when the enemies come thick and fast.
The only frustration I had is in combat when enemies seemed to be invincible to my gunfire, or no feedback was registered.
But it is really difficult to win when the enemies are everywhere.
Sound effects include firing weaponry at enemies, enemies shooting back and explosions when enemies and particularly enemy bosses have been defeated.
It doesn't help much when your enemies also have phenomenal aim and can soak up your bullets like a sponge, often forcing you to use a medkit to stay alive.
Really up the fear of going out to collect supplies and when enemies are attacking you and you are not prepared enough.
The game slows down for a couple seconds, and then speeds up to normal when enemies are cleared or bosses finish up with animations.
When enemies start to block however, Kay can also roll around enemies to strike their exposed backs, and when they fall, Kay can also unleash power ground attacks to take out fallen foes.
Visually, it's really impressive for a small title, and the audio is just as good, with appropriate crescendos when enemies are near, and soothing music when the girl is visible.
Combat, yeah, the game didn't need combat, but when enemies take a break and Dastan puts his sword away for an extended period of time to allow himself to parkor around the room, the game vibrates with excellence.
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