Not exact matches
Maybe starting the first half with 4 -3-3 formation against the so called lesser teams (get the goals in early) and then switching to a more midfield
controlling formation in the second half 4 -5-1 (to see the
game through) Or vice versa
depending on our opponents.
Last year's team
depended on an airtight defense and the kicking
game to keep opponents under
control.
Erickson hopes to use a running
game, a considerable break with the past, but that
depends primarily on board
control, and his squad may not be up to such performance.
Predictable and risky... Mert is poor in the air and will be bullied by Austin and in boffal and tadic they have a couple of nippy and skillful forwards who will trouble the defence... Much will
depend on whether this very average midfield can
control enough of the
game to allow the attack to do their job their defence is solid but if the three are on form it should be enough to see them off..
In fact the most conflicting portion of Grand Slam Tennis 2 has to be its
controls which
depending on who you talk to are either the
game's best or worst feature.
Depending on the mode the
game is played in, the player at the
controls can either add their vote or serve as the final say, in which case the other players can give thumbs up or down on their decision.
Selecting appropriate
games will
depend to some extent on your puppy but all play needs to be
controlled to some extent and you need to ensure that it is a calm but rewarding activity for both you and your pet.
Depending on the
game, players can engage in online competitive or co-op multiplayer, or take turns
controlling the action.
Unlike the second generation sections of the
game, the third generation's story points don't differ much
depending on who you
control.
It's still a perfectly agreeable, polished, tightly -
controlled 6DOF shooter, if a little plagued by minor annoyances, and
depending on how much you dig its acrobatics - or how much tolerance you have for playing the same
game over and over with some of the rooms shuffled around - its raw combat mechanics could swing it all by themselves.
But this all
depends on what racing
games you are used to, if you are used to Forza for example you want cars to handle the way they do in Forza, if you are a F1 fan you would want cars to
control like they do in those
games, it all
depends on what you expect but they will all feel natural once you get some time with them.
-- Nintendo previously made Zelda
games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world —
Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the
game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes
depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this
game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of
control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the
game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the
game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the w
game to make for a more cohesive storyline — Most difficult Zelda
game to make — Aonuma is still finding new things in the w
game to make — Aonuma is still finding new things in the world
One player
controls either Donkey or Funky Kong
depending on the selected
game mode, while the other
controls Diddy, Dixie or Cranky Kong.
The
game features vehicles from Ford, Toyota, and even Porsche, and allows players to take
control of trophy trucks and other cars
depending on the track type.
Those similarities aside, where the console version of the
game begins to shift away from the PC version is in both the
controls and the delivery of the multiplayer, both of which can be considered superior
depending on your own personal preferences.
Depending on which stage you are one, you can
control up to all five of the characters (pre-defined by the
game), who can all shoot, dodge, roll, take cover and use a couple of special moves (they start with one and gain another later on)-- an example of this would be Glas who can shoot, throw a grenade or lay a turret.
The lack of alternative
game modes or something fundamental to keep you coming back is highlighted all the more by being able to complete the
game in around two to five hours
depending upon how quickly you grasp the puzzles and
control scheme.
Your ability to enjoy Super Monaco GP
depends solely on how difficult the
game is for you to
control.
The default settings for the
game don't have any assists turned on (realistic assists like traction
control being used
depending on whether a specific car actually has them), which led to my first lap being a barely
controlled mess ending in a spin off into the barriers.
Game Controls • Touch screen, embedded microphone, A / B / X / Y face buttons, + Control Pad, L / R buttons, Start and Select buttons, «Slide Pad» that allows 360 - degree analog input, one inner camera, two outer cameras, motion sensor and a gyro sensor Other Input Controls • 3D Depth Slider to adjust level of 3D effect (can be scaled back or turned off completely depending on the preference of the user), Home button to call system function, Wireless switch to turn off wireless communications (even during game play), Power but
Game Controls • Touch screen, embedded microphone, A / B / X / Y face buttons, +
Control Pad, L / R buttons, Start and Select buttons, «Slide Pad» that allows 360 - degree analog input, one inner camera, two outer cameras, motion sensor and a gyro sensor Other Input
Controls • 3D Depth Slider to adjust level of 3D effect (can be scaled back or turned off completely
depending on the preference of the user), Home button to call system function, Wireless switch to turn off wireless communications (even during
game play), Power but
game play), Power button.
Korsgaard followed up, giving examples: «If I want to make a
game that supports local multiplayer, like Mario Kart, I can't at the same time make the
controls depend on a lot of GamePad features.
Depending on how many characters you scan into the
game, you will have the ability to
control more than one Yoshi at once and save your Yoshi patterns into the amiibo's memory.
Well, there is no need to revisit old ground here as the
games systems and
controls are identical, if marginally different on the
control side
depending on the console it is being compared to.
Frustrating
controls and cheap enemy attacks really piss me off and I feel it is lazy
game design to
depend on such things to make a
game challenging.
Being a Quantic Dream title, decisions are going to be a driving factor for the way the story unfolds, but getting through that story will be an issue
depending on the
game's unique
control mechanics.
The
game uses a simple
control system which allows you to bounce higher or lower
depending on the situation as well as turbo boosting past hazards.
Throughout the
game, Rowe slowly learns to
control his powers and gains new ones
depending on the player's choice.
Motion
controls worked fine and like any motion
controlled game that has you standing and bobbing and punching as you get into the groove of the
game, you're likely to break a sweat and get a minor workout in
depending on your conditioning and length of play.
We have plans to also later port the
game to Playstation Vita, iOS and Android devices (
depending on how well the gameplay can translate over to the touch screen
controls).
It's a
game where you feel like you have little to no
control of what is going on, and
depending on where you're sitting that could be very good or very bad.
Depending on your age this could be a dangerous formula for Second Contact, because younger
gamers will look past the highly improved visuals and just focus on the archaic looking movements for the lead character while you
control him, as well as the robotic delivery of dialogue during cutscenes and conversations.
A single player experience, Parasite Eve 2 offers t.hree different endings (
depending on how well you do) & supports PlayStation memory cards for saving
game data & the Dual Shock Analog Controller for analog
controls & t.he vibration function.www.allpcgame.net
Not only was it the first truly mainstream console to include analog
control as standard with its default pad, it offered a unique three - grip design which offered a wide variety of play options
depending on the
game.
The hardest
game I recall
controlling was Double Dragon II which for some unknown reason had the punch and kick buttons swapped around
depending on what direction your character was facing.
Depending on how poor a job you do
controlling Garian in the first, frantic five minutes of gameplay (and it will be not be easy until you master the in -
game camera), you set in motion one of multiple story arcs of distinction and intrigue.
The
control scheme I picked — yes, you actually pick how you want to
control the
game, as every
game will have a multitude of
control schemes
depending on your play style — was the one I was most familiar with, i.e. the standard Xbox controller.
It allows you to
control the types of app which your kid can download from Windows Store and Games which he / she will play
depending on the
game rating.