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Help support Wordnik (and make this page ad-free) by adopting the word beat-em-up.

Examples

  • I had a whole paragraph about how Oblivion can be seen as a male fantasy beat-em-up while deep down it has a lot of mature themes and depth but it got long winded.

    Kicking The Dog SVGL 2009

  • We all joked about how it would be a generic beat-em-up GoW clone, ha-ha-ha.

    Welcome To Hell SVGL 2009

  • So expect to see a mix of shoot-em-up, beat-em-up, platform and even puzzle-gaming, as you battle on foot or on a variety of hovering, flying, and floating devices against wave after wave of ingenious enemies.

    Sin & Punishment 2: Successor of the Skies 2010

  • Someone who teachs survival wisdom, and not just be in another beat-em-up plotless movie that ends up going straight to video.

    Steven Seagal Looks Towards Outer Space For ‘Under Siege 3’ » MTV Movies Blog 2008

  • However, the standard beat-em-up progression doesn't really encourage long-term play anyway.

    Playstation Move review - forget the launch games, feel the potential 2010

  • Based on the TV show of the same name, Batman: The Brave and The Bold is a 2D side-scrolling beat-em-up/adventure for Wii and DS.

    Batman: The Brave and the Bold trailer 2010

  • He always spoke about the follow-up being a huge beat-em-up style film.

    Bryan Singer Fancies Another Go At The X-Men And Superman | /Film 2009

  • Like Clover's beat-em-up, Flywrench is brutally difficult, but not cheaply or unfairly so; quite the opposite, in that every time the player fails, he knows it was his fault alone-- for not supplying precise enough inputs, for not maintaining exacting enough timing, for not honing the connection well enough between the game's state and his own fine motor reactions.

    MOTY 08 Steve gaynor 2008

  • Castle Crashers is a beat-em-up in the style of Golden Axe or Streets of Rage.

    Archive 2008-10-01 Greg Tannahill 2008

  • Like Clover's beat-em-up, Flywrench is brutally difficult, but not cheaply or unfairly so; quite the opposite, in that every time the player fails, he knows it was his fault alone-- for not supplying precise enough inputs, for not maintaining exacting enough timing, for not honing the connection well enough between the game's state and his own fine motor reactions.

    Archive 2008-12-01 Steve gaynor 2008

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