Not exact matches
The idea of
exploring their «mental
maps» as a way into understanding the international history of a particular era (earlier volumes
explored the era of the two world wars and the era of the early Cold War) is to uncover not
only what made these leaders unusual but also their sense of the constraints, both domestic and international, with which they were faced, and also the opportunities that might arise.
The rest of the time is spent
exploring (
only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing combat again) some terribly badly designed
maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs game on the Spectrum 128K had way, way better level design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the combat is just so useless.
4 Days in France not
only maps national consensus, but as it
explores different characters (from a lonely, risky 20 - year - old to a middle - aged veteran libertine), it also charts an alternative history of French philosophy.
The
only time I had fun, was
exploring the
map.
But the gameplay seems SS - y... From what I see, there are
only 5 worlds to
explore on the world
map, like in SS.
4 Days in France not
only maps national consensus, but as it
explores different characters (from a lonely, risky 20 - year - old to a middle - aged veteran libertine), it also charts an alternative history of French philosophy through a pageant of female characters.
The Interactives allows users to investigate the Maya writing system through artifacts, examine the
only existing copies of the 1507 and 1516
maps by Martin Waldseemuller, and
explore a complete version of the classic work, The Buccaneers of America.
We love the
map display of fares, and the fun search options, but don't like that it
only lists round trip fares (Kayak
Explore one way doesn't work), and that it won't find cheapest flights any date from a specific country.
From foodie gems to romantic hotspots, party bars to hidden hangouts that
only the locals know about, the
map is designed to encourage visitors to Antigua and Barbuda to
explore the island — hopping from bar to bar and soaking up the best of Antiguan hospitality along the way.
You
only have to glance at the Google
maps terrain view to see just how many reefs and hence dive sites there are to be
explored by newbie and experienced divers alike in this pristine pollution - free, nutrient rich, environment.
You can freely move about the
map,
exploring areas you would normally
only be able to see.
The
only thing I'm a little disappointed at is there isn't a
map to
explore the world.
I was loving it so much, slowly levelling up my abilities and
exploring all the nooks and crannies of the vast underground
map, that when it ended I felt like I was
only just hitting my stride.
With no
map - or any on - screen interface -
exploring and memorizing every space is really your
only option to know your whereabouts.
The
map is filled with a variety of environments and areas that will remain unexplored until after the main quest is beaten, with hidden areas that can
only be accessed or properly
explored with the use of special moves, and other areas that can
only be reached based on the current in — game season.
You could fly to clusters and move about the
maps, but you were limited to the
map of space and could
only explore worlds on foot, or on foot inside your ship.
Open
map so you can
explore the cities and a lot of side missions to do without running
only for the main story.
Not
only is there a large portion of the
map left to
explore, including the version exclusive areas of White Forest and Black City, but you're even presented with new quest post-game.
But the gameplay seems SS - y... From what I see, there are
only 5 worlds to
explore on the world
map, like in SS.
Now imagine you have been meticulously working you way through a dungeon in AoM, you have just used your last key on a locked door and then back tracked to
explore that fork in the road from earlier,
only to find upon returning to the door that it is now locked again and you have to walk all the way back through the dungeon to the world
map and THEN to the nearest town to buy more keys before heading all the way back to where you left off!!
The
only direction that Xeodrifter offers players are vague red dots on their
map — the game doesn't tell players which of the four planets to
explore first or which fork in the road to take.
Only on select portions of the
map can you have friends with you and, disappointingly, you can't
explore the open world with a buddy.
Not
only will the entire
map be open for players to
explore, but they'll also have access to the full line - up of vehicles available in The Crew 2 to unlock.
There is a
map, but it literally
only marks power ups and bosses (think a Zelda dungeon where you have the compass but not the
map), making it essentially useless for navigating the long, samey - looking environments you'll be
exploring.
Of course, this exploit can
only be used on a Custom Game where the hero ablities are set to have no cooldown, but it's a fun way of
exploring the
maps nonetheless.
One wonders if Weber and Stritzler - Levine realised just how far off the
map they would go when independent institutional curator José Roca, a native of Colombia who now lives in Bogotá, agreed to take on the project.1 Inspired by a show of Andean chuspas — bags made from coca leaves — that would run simultaneously in the BGC Focus Gallery, Roca envisioned immersive environments in which the paradoxes, polarities and points of contact between diverse artistic practices are
explored through the tropes of the river and weaving.2 The works themselves provide their own context as they interact with each other and viewers, who are given a minimalist illustrated pamphlet as their
only guide to what they will encounter in the gallery spaces.
Hawkinson's works confront not
only the palpable, corporeal aspects of human nature; he has also created pieces which
explore the metaphysical facets of human consciousness and the yearning to rationalize and
map the intangible forces governing the universe: Ruffle (2009), a 44» x 44» x 44» hanging sculpture made of aluminum mesh, aluminum tape, and bondo, and Track (2009), a 92» x 60» x 24» allusion to Edward N. Lorenz's visualizations of deterministic chaos based on a mathematical model of the atmosphere constructed out of a aluminum tape, neoprene, pvc, and wire will also be on view.
Through drawings,
maps, text, sculpture, and video, Ghossein's show
explored not
only the emancipatory implications of this system, but the history of cartography in Lebanon and its entanglement with regional political and military strife.