Not exact matches
That was a very interesting read many comments caught my attention I've recently been diagnosed with Bipolar I have hallucinations and hear voices in my ear's when I hallucinate it's likes they are trying to get me thousands of them I can only describe them as dark shadows and they are trying to get me just as they are about to get me a brilliant white light surrounds me and there's three entities humanly shaped but like this brilliant white light they are also glowing this brilliant whiteness I can't understand what they are saying the only way I can explain it is emotions comfort joy love is what I
feel emanating from these entities the voices I hear aren't evil telling me to do bad things to people when I get put into a
mode of fear I live in a rough area of Scotland and everytime I've got into a fight something possesses me I know this for a fact as I can't control myself I'm an observer watching my family / Friends say I change they say my eyes change and I look evil I personally do think possibly through my own personal experience I» am possessed as I act out of character I've lost interest in many things I've recently I decided it's time for change I've lost my faith I've been trying to connect with God and
feel his love which I used to
feel the presence of the holy spirit everytime I try connect I get a
feeling of abandonment I just think if I am possessed could these entities stop me connecting with «God» I can say from my heart of hearts «JESUS CHRIST HAS COME IN THE FLESH» I think it's more to do with the persons own personal fears which I have noticed my fears have changed if I had to be truthfully with myself I fear God which I know I'm not supposed to just I can't explain it I guess if you ever need a test subject I'm up for the
challenge like I said I'm on journey to find myself and my travels have brought me hear I'm going to hang around for a wee while there's lots of good information to be plundered loll
It is possible in the mood of worship to enter into the «
feel» of the words, and without compromise of mental integrity find in them not only a reservoir of truth from the past but a
challenge to discover more acceptable
modes of thought.
While in South Africa I kind of
felt helpless, having dealt with many of the
challenges myself, including poverty and losing my home in riots, I always
felt like I was in «catch up»
mode.
While the gameplay
felt unfinished and the visuals lacked polish, the different levels of difficulty were perfectly designed and proper gentleman
mode was a great
challenge.
While it is still the silly, buggy experience you'd expect, the addition of
challenges and a unique
feel to each
mode makes this more than just a farmyard destruction derby.
While the several game
modes, with emphasis on the survival aspects, add some
challenge, the game
feels like too much of an effort made for mobile devices and its lifespan relies too much on repeating the same contents.
Single player
mode offers unlimited continues, which kind of ruins the
challenge of this game, but it allows you to just pick up and complete the game in 30 - 40 minutes when you
feel like playing it.
I sometimes read about how Aonuma wants to add online, but isn't sure how or if at all and I
feel like co-op side dungeons like the
challenge mode in Pikmin 3 would be the best way.
My favorite
mode, and the one that
feels most like an actual game, is
Challenge Mode.
You can enter
Challenge mode to try and beat the campaign's stages in as few shifts and jumps as possible but without online rankings, this
mode feels like a waste of time.
If you're
feeling competitive, you can play in Blitz
mode and try to complete
challenges before your partner.
As a result, the half dozen hours it takes to run through the campaign - a generous advance on the relatively slim run time of Star Fox 64 - can
feel bloated, and a grimly
challenging final stretch where the camera does its best to get in your way is likely enough to make you think twice about heading into the arcade
mode that's unlocked upon completion.
It never
feels like anything more than a simple
challenge mode.
Yoshi's faithful Poochy is loveable new addition, but he
feels underused; he appears only in a handful of animated shorts, a sparse
challenge mode, and as little more than a series of assists in the super-easy «Mellow»
mode.
The normally aspirated flat six obeys throttle orders as if it were governed by a telemetric mastermind, the seven - speed PDK dual - clutch gearbox hammers through the ratios like a rapid - fire weapon, stability control works reliably in minimum interference
mode, the steering does its best not to let the driver
feel its electro - mechanical origins, and the brakes snarl at their ABSolute limit whenever optimism
challenges the law of physics.
With an almost perfect mass distribution of 51/49 %, a firm sports suspension and a steering on which the force in the steering wheel is higher in the Sport Plus
mode, the BMW holds a surgical precision along the path and it
feels as the most engaged and
challenging when pushed to the limit.
Comfort
mode felt great and made the car flow nicely along the more
challenging bits of road on the test route north of Malaga, but even on carriageways as smooth as these, Dynamic
mode can be punishingly firm to the point of it being downright unpleasant.
With
modes boasting ideas far ahead of their time (it
feels ready - made for online scoreboards and the matchmaking capabilities of today's platforms), TimeSplitters 2 is packed with classic missions and addictive
challenge maps that ruthlessly target the «one more go» mentality.
Nintendo built in all those stupidly long and / or hard
challenges to waste your time and make you
feel like you were accomplishing something, kind of like all the garbage glued onto Hyrule Warriors to pretend it doesn't have a pathetically brief story
mode and minuscule roster.
So, I
felt the normal difficulty wasn't
challenging enough, but you can't choose the hardest difficulty until you've beaten the game at least once (I dislike when games do that), but not only that, the unlockable difficulty limits the amount of times you're allowed to save your game, so there is little chance I'll even bother playing on that
mode.
At around 5 to 6 hours in length, the game also
feels brief, with a fun but bolted on
challenge mode being the only option outside of the campaign.
Each game
mode can be customized between 7 difficult levels and some small modifications, adding that extra
challenge for those who
feel prepared to face tougher adversaries controlled by the console.
Rather, I
felt it was absolutely no
challenge whatsoever to play the mellow
mode and have Poochy slay enemies for me, find secrets and essentially drag me along for the adventure so to speak.
I'm someone who
feels that be a pro is an untapped gold mine and with some expansion it could be a gem of a
mode with more in - depth development to your player e.g. training
challenges.
Mechanically, that's most
felt in the game's streamlined progression system, which trades out the crafting, upgrade trees, and a traditional XP system for a «
challenge» based structure that rewards you with perk points whenever you complete certain tasks, like completing the aforementioned «stashes,» racking up kills with a specific type of weapon, traveling a couple of kilometers in the wingsuit, or completing stages in the game's «Far Cry Arcade»
mode (which offers both traditional multiplayer and a level creator that functions as a sort of Mario Maker for Far Cry levels.)
I actually quite liked this feature — I've never been crazy about the Ultimate Team
mode, but this
felt like more of a single player focused
challenge that I could partake in without
feeling too inferior to my skilled opponent's team of superstars.
If you're
feeling like just getting quickly into the action you can jump into the Ladder
mode which
challenges you with a series of fights and rewards you with your chosen character's ending story, told via still screens and text which is a bit disappointing.
The story
mode doesn't last for very long but there are
challenges that make up for it and benefit the survival / start - with - nothing
feel.
Obviously, the Heroic
mode is more
challenging, but you won't have the
feeling that you worked hard on downing those bosses.
The whole nostalgic 8 Bit
feeling of the NES Remix games is continued in this
mode which is based on a similar setup to that of the Nintendo World Championships which took place in 1990 in the U.S and spanned 29 cities where players had to take on a trio of
challenges featuring gameplay from Rad Racer, Super Mario Bros and Tetris to compete for the highest score to win prizes.
The differences in each level is subtle, making you play the game in a different way each time, though the differences make the
mode worth jumping into should you
feel like you need an alternative
challenge away from the main
mode.
Aside from the story
mode, which has a pseudo radio drama
feel to it, there is also a boss
challenge mode where players take on the bosses of the game with special requirements or limitations.
But death
mode was so hard and frustrating, that when I finally beat my last one, covered in sweat, and the platinum popped, I
felt like I had actually overcome a real
challenge.
If you
feel like you need more training there are tutorials to be chose right from the menu and also a nice
challenge mode which gives you different
challenges to try your hands on which is another nice way to get you into the controls and how to master them.
I found easy and even normal after a while to be slow - paced, and it wasn't until I unlocked hard
mode where I
felt actually
challenged.
Replayability stems from numerous
modes that
feel fresh when comparing them to each other, three difficulty levels providing a noticeably varying
challenge, car and track design inspired by the Cars films, Thomasville Playground offering 18
challenges, alongside extensive local competitive multiplayer for 2 to 4 players throughout every event and
mode with deathmatch
modes available in Thomasville Playground and local co-operative multiplayer in Sponsored Team Play
mode which is also playable competitively.
Challenge mode is definitely another highlight to Extreem Exorcism, and the goals presented in each level made the gameplay
feel less stale than endlessly slaying ghosts in other
modes.
The multiplayer lets you duel other people (duh) in either standard or tag
mode, unlike the tournament
mode the
challenges feel very real and rewarding when you beat people and make you want to get a stronger deck in order to crush your opponents giving you that motivation that its single player compadre is lacking.
Failing to do so will get you through the story
mode without much
challenge, however take the battle online — where the real players are — and you'll
feel like you're playing a different game.
This game makes you
feel like a total bad - ass while completing a totally meta story
mode or taking on plenty of its
challenge modes.
The difficulty curve
feels a little irregular at times, and it's safe to say that this is a
challenging game; I played on normal
mode and I found myself struggling to keep pace with the beats at times.
If you are
feeling competitive and have a friend with a Robot Kit and their own Joy - Con controllers, you can play two - player
mode and
challenge them to a two - player local battle or compare your high scores / rankings with other players.
The initial offering
feels just a little bit thin though in that despite the customization options in - game, you can not customize or remap the controls and the single player
modes are kind of thin —
challenging, but not particularly captivating or appealing especially when the going gets tough.
While some will miss those diversions, this release
feels more cohesive, with components like creating custom playlists and a survival
mode existing for those who crave more than single - song
challenges.
Forza Motorsport 7 also includes a split - screen offline
mode, so you can
challenge a friend, but if you're
feeling really competitive, you can also play online against other players with a need for speed.
The other
modes, such as the wrecking arena matches, checkpoint and stunt
challenges feel similarly lightweight.
While there is no doubting the sincerity of the curators, or the artists, in their belief that they are
challenging the hegemony of the art market and what they deem «ossified
modes of making art,» by the time I left the last of the three galleries I was beginning to
feel that Joseph Beuys has a lot to answer for.
A lot of lawyers are extremely
challenged about operating in crisis
mode and ending many days
feeling they were not productive because they were side - tracked into unanticipated interactions, tasks and requests.
We find that there are usually enough schemas and
modes in common amongst group members to enable participants to
feel understood and bonded to the group, whilst the differences enable them to react differently and to
challenge each other more intensely.
Consequently, repeatedly taking in the good both down - regulates Reactivity and increases Responsivity in the moment plus gradually internalizes a
felt sense of needs met as well as inner resources that together help stabilize a person in the Responsive
mode even during
challenging conditions, thus over time undoing many of the underlying neuropsychological causes of craving and thus suffering (broadly defined).