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While it resembles Gun Shooting ala Operation Wolf at first glance, Senjyo is in fact a third-person carnival shooter ala Cabal or Wild Guns. It's also a fantastic Caravan game! Simple yet finessed, with a hectic multi-tasking pace, and a particularly excellent use of HUD and dynamic audio. Please read on for a quick primer: -Scoring is elegantly multiplier-driven. Destroying four tanks (note the handy meter in the lower-left) will spawn DETECTOR, the flying satellite. Blast it for a multiplier boost, up to 5x. The trick here is, further tank kills won't rebuild meter until the current Detector is either destroyed, or escapes; they're valuable targets, so you want to hang fire as much as is reasonable between meter-buildings. Easier said than done, with those same tanks firing on you and/or getting closer. While they're spawned predictably, Detector movement has quite a bit of RNG; they enter from a random side of the screen, and likewise will sometimes halt, before either proceeding or doubling back. If you're gambling on being on the correct side, try scrolling the screen a bit; if the Detector doesn't arrive promptly, you'll know it's approaching from the opposite direction, and need to double back. Delightful little guessing game-within-a-game ^__^ -There is also a proximity multiplier, attached to the three zones; let enemies get closer for more points. -From Round 2 onward, shooting down five enemy bullets will spawn BROWL, a speedy ammo truck. Valuable target, and nailing it will take out all enemies in your FOV for potentially massive time + score gains! Try not to spawn it until you're at 5x. Limited to one per Round. -PANISH, the bouncing kamikaze drone, spawns at regular intervals, increasing in velocity each time. They're an excellent source of points at x5 + close range, though the timing is tight. -While they share the consistent arcing takeoff, enemy bullets have subtle behaviourial differences once they're past their apex. Some will fall in steady arcs; others will zig-zag rapidly; and some will aggressively veer towards you. Generally speaking, don't get underneath a bullet unless you're planning to shoot it down. If you spot a "homer" to your side, too far to shoot down before it begins its dive, evasive action may be the best choice. Enemy tanks are limited to two bullets onscreen; this is vital to know when duelling at close range. Scoot under their bullets and take them out with a counter-shot. -The radar and dynamic audio are both invaluable. Note the escalating BGM, as tanks breach each proximity zone. DETECTOR, BROWL, and PANISH all have their own distinctive audio cues, as well. Radar will give you advance warning of nearby tanks' positions, and in Caravan context, it's also very handy for keeping targets in your FOV; particularly as your shots can penetrate the terrain to a degree, letting you nail enemies that are otherwise not yet visible. -As with Wild Guns and similar games, you need to lead your targets, according to their speed. BROWL requires a particularly long lead, speeding across the landscape, as do enemy bullets in both rising and falling stages. Again, the HUD is excellent here; use the outer crosshairs to zero in on particularly quick targets.