Not exact matches
I concede that three
games are a very small sample size to
make definitive prognostications
about our beloved Atsenal this season, however its very
difficult from my vantage point to discredit the overall sentiments of the original post.
Before the
game, there was plenty of talk
about how Watford were playing very good football this season, and many were highlighting the defensive absentees that would
make life
difficult for our side, but since the loss much of the talk has been
about Alexis Sanchez (who didn't even play), on the referee, and on Arsene Wenger which seems a little harsh.
I see many people complain
about Ramsey but for this
game he was the right choice because he helped
make life more
difficult for Valencia.
One man who knows all
about making teams
difficult to beat is 64 - year - old former Fulham and Liverpool tactician Roy Hodgson, whose West Brom outfit almost held the defending champions, Manchester United, to a 1 - 1 draw at The Hawthorns last Sunday only for an 81st minute Steve Reid own goal to spoil all their previous hard work in the
game.
Predicting who might vote is a guessing
game — at best — which
makes decisions
about whether and where to spend time and money extremely
difficult.
Unless you really want to get rid of your Wii but keep the
game, there's really nothing new to see or do here, and it might be
difficult to
make the resolution and presentation jump for a
game that was just as much
about how it looked as how it played.
-- Namco Bandai understands that fans want more Tales
game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales
games worldwide — It's been
difficult to fit the
game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the
game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this
makes the
game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the
game has been ported over seamlessly — Some changes
made to «in -
game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked
about a sequel, but haven't yet come up with something that would be good enough for a full
game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales
games can
make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
That
makes it
difficult to talk
about in any significant detail — it'd be a shame if many of those ways are even hinted at, for fear of giving the entire
game away — but it will suffice to say that the actor Joel Edgerton, here
making his directorial debut with his own screenplay, has
made an auspicious, enjoyable debut with this late summer surprise.
Also, as I complained
about with the last
game, seeing as the enemies level up alongside you, meaning that the missions never get any less
difficult, all this feature does is
make your opponents annoyingly unkillable.
Make no mistake
about it, Donkey Kong Country Returns is a
difficult game.
When asked
about the difficulty spike of some of these levels, Tezuka imparts a short piece of
game design wisdom for those of you who are still setting
about to
make difficult courses.
We've earlier talked
about how the low dollar
makes game development
difficult for developers outside of the US.
can you talk
about what
makes it
difficult to bring this
game to Vita?
It's not the most innovative, but I can imagine future
games that
make the shaping of the story and its outcomes
difficult or challenging with the end purely being
about what it is you want out of the story rather than just winning battles or puzzles.
While the
game's anime-esque plot and graphical style are undoubtedly served well by sticking to the Japanese audio, the fact that so much of what goes on is spoken
about while you're trying to avoid a hundred bullets
makes understanding the plot and the character's relationships extremely
difficult.
Well here's an interesting fact
about Slick Entertainment Inc; They are a team of three people, so to be able to play test a
game with more than three players would be
difficult, so they
made the
game as a 3 - player brawler.
Those contracts typically include non-disclosure agreements that
make it
difficult to talk much
about the work small studios contribute to big - name
games.
This
game is all
about minor corrections, and purposefully
makes it
difficult to keep the racing line.
Meanwhile the
game's plot is pretty personal and large parts of it are open to interpretation,
making it inherently
difficult to talk
about in my usual manner.
It seems developer IO Interactive purposefully put more sting in the weapons as its
difficult to keep your reticle on target, but in a
game all
about stealth I enjoyed this design decision and it
made me think twice before giving up on a carefully planned approach to instead shoot my way out.
«Certainly, everything
about making the
game was
difficult.
But the thing
about how the
game makes its beatability checks is that it only
makes sure that it can be beaten only one way, so each level, even the craziest looking, boils down to a specific, and usually pretty basic, path that you have to stick to, or you'll have a much more
difficult (almost impossible) time getting through.
And yet, there was something
about Koudelka that
made it
difficult to dismiss as just another crap
game.
Not to mention the fact that Young has created possibly the best PPG Boss Battle to date, keeping the puzzling aspects but also
making it intense, more margin for error and
makes you keep rushing
about for practically the whole time,
making it all the more
difficult to beat the
game.
When
making an open world
game, giving the player incentive to explore the world around them is among the most
difficult tasks for a designer think
about.
«It's really easy to
make a simply
difficult game,» say Hayashi, whose past credits include directing Ninja Gaiden 3 and Metroid: Other M. «That's just
about increasing this three up to a ten.
For more information
about RunGunJumpGun here at IndieObscura be sure to read through our interview with ThirtyThree
about the
making of RunGunJumpGun, learn more
about all the things you can't touch in RunGunJumpGun, and check out these other insanely
difficult games that will drive you crazy with RunGunJumpGun as one of the featured titles!
You may have heard something
about 2017 being kind of awful, but positively spectacular for
games, which
makes my job very
difficult (the the best way), and also wonderful.
It did
make it
difficult to get a feel for the
game when I only stayed alive for
about three to five minutes before getting blown to pieces.
There was a number of criticisms
about the service because it was
difficult to tell what sort of threshold was required in order to allow the
game to
make it through the voting process.
This, coupled with the announcement that the
game footage from the reveal trailer was added in post, may
make it
difficult to discern exactly which rumors are true
about the console's strength (and, as a result, the price, power drain, and every other related point).
For all the boasts
about difficulty — and it is
difficult, forcing you to actually unlock anything above «normal» — the
game also welcomes newcomers or those just wanting to tear around and have fun, with the «easy» and «very easy» modes
making it no problem to simply tear through enemies and have a grand time doing so.
It's time to retire the cliche
about the Souls
games being unfairly
difficult, because, over time, the series has both
made concessions to accessibility while simultaneously teaching players how to succeed.
Now, it probably sounds like I'm just bragging here (and that's probably valid), but I say it to
make a point
about the 8 - bit and 16 - bit
game era: The
games weren't necessarily
difficult, per se, they just rewarded repetition and memorization.
Now, it probably sounds like I'm just bragging here (and that's probably valid), but I say it to
make a point
about the 8 - bit and 16 - bit
game era: The
games weren't necessarily
difficult, per se,
I'm all for
making these fighting
games more accessible since I find them quite
difficult as well, but forcing simple mechanics is not the appropriate way to go
about it.
No racing
game should live or die on the strength of its narrative, but, by stuffing the
game with awkward, two - dimensional petrolheads, Ghost Games have
made it
difficult to care
about what little plot there is.
According to the developers I've been speaking with
about this incident since E3, having nine studios working on a
game could actually
make it more
difficult to add any sort of content into a
game.
Thankfully, the old adage
about stealing from the best rings true for Blacklist - the upgrade system forces you to
make difficult choices or take on side missions to earn more funds, much like it did in Bioware's
games.
We were initially quite worried
about getting the
game onto Android (there are times that being an African studio really
makes indie life
difficult) but thanks to our friends at Finji, we're able to bring the
game to Android at the same time as we publish it on iOS.
From a simple matching
game to a (pretty)
difficult competitive
game, the opportunities to
make faces and talk
about those related feelings are endless.