Sentences with phrase «players design their moves»

Not exact matches

The designs begin with a classic Mercedes, before moving onto an iconic green and yellow Lotus, a John Player Special - liveried Lotus and, finally, a late 80s McLaren.
The Patriots said their strike — called a week before the regular season was scheduled to begin — was designed to shake up the leadership of the Players Association as much as it was to demonstrate discontent with the league — a bit of shock treatment designed to get contract negotiations moving forward again.
They should concentrate on their present reality, where Spurs have a better, younger squad, all happily on long contracts, a better youth set - up with better youth players, better training facilities, soon a bigger, better, more modern, more fit to purpose and better designed with a view to atmosphere, stadium, a better, younger manager to be moving forward, a better chairman in a united boardroom, with greater stability running right through the club.
Players who can't stand erect can play sled hockey, using a specially designed sled to move across the ice.
The drone's foldable, flexible design and durability also makes it an excellent choice for players on the move.
Similarly, in a re-analysis of results of a previous study, my colleague Brooke Macnamara and I found that fluid intelligence — the general ability to reason and think logically — was a strong positive predictor of skill in the board game GO, as measured by a laboratory task that was specially designed to measure a GO player's ability to evaluate game situations and select optimal moves.
Nikita — Q: Nikita, why... service, designed to change the market of dating and move big players.
Was it a tough call to move away from more scripted experiences or do you view this as a natural evolution of open - world design toward giving players more agency over their play experience?
Moving Player and Fractal Box's Cubikolor is a next - gen puzzle game designed to really test our problem - solving abilities as we are pit against a very tough enemy.
You don't get to move through the level as you kill enemies, you just stay in that one little zone It's like the developers had zero concept of how a good run and gun game should work, namely that movement needs to be fast and responsive so that the player can weave through the vast hordes of enemies, and the levels need to be designed to facilitate this.
It does occasionally get a bit mad — I can't count how many times that I forgot which button combination performed which special move during combat — but it's a testament to great design that for the most part everything fits together neatly, although a new player might find themselves struggling to remember everything.
You say Microsoft followed apple then why didn't you say sony does the same, they followed with smart phones, mp3 players, tablets, laptops, tvs, the move controller, handheld consoles, putting hard drives in consoles, the design for the ps2 (it was copied off a 1980's console, streaming games service!
In an interesting design move a player with a mortgage can not win the game, so make sure you've got that paid off before the final year of play.
• Unlock 8 unique characters each with 16 moves and over 100 transitions between them • Find your style with innovative freestyle controls that perform toprock, downrock, power, freeze, and combo moves • Win over the crowds with a scoring system that rewards musicality, originality, feel, and style • Dance in many different locations, either in solo freestyle mode or two - player local party mode • Stylized hand - drawn animations by JonJon • Original music and sound design by Kid Koala
These resources are randomly placed on the map in an interesting design move, obviously always balanced between the players but with the position shifting, making it all the more important to scout in the early game.
Whilst Automatron aimed to please in terms of companion customisation, and Wasteland Workshop with a massive influx of settlement construction options, Far Harbor looks to me like it is designed to cover everything, offering new weapons, new characters, new settlements, and new workshop items as well as an actual moving vehicle to ferry the player to and from the new land mass.
Featuring hundreds of stages, Runbow Deluxe is a side - scrolling action game that supports competitive multiplayer for up to nine players online and locally on Wii U. Runbow Deluxe's bright and vivid artwork is more than just visual design — it's also an integral gameplay mechanic, as platforms and obstacles in the environment shift in and out of existence with broad swipes of color across the screen, challenging players to think and react while constantly on the move.
Players can now experience this action - RPG genre through an upgraded combat engine designed for strategic combat, a wider variety of combat moves and special abilities, and interactive boss battles with unique AI.
Changing to a scrolling system, whereby the level is presented to the player as they moved, meant adapting some of the AI, level design and puzzles to better suit a seamless, dynamic and living Oddworld.
It would be really sweet if it will be designed for 2 Move controllers per player, so you can get the REAL feel for foos.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- «Malroth is your companion», and also happens to be the name of final boss from Dragon Quest 2 - there will be sloped terrain - a dog was shown following the protagonist - you can dash - if you jump from higher ground towards water, you can dive and move within the water - players requested waterfalls in the first game, so they're being added in the sequel - the protagonist can glide by using his «wind cape» - 4 - player multiplayer - the amount of blocks that can be stacked above and below has increased by three; 64 is the upper limit, 32 is the lower limit - the game could see release by next Summer - the design of the protagonist may just be temporary
Though this design choice may annoy some players, I think it was a smart move to keep players from getting disoriented from walking through each home.
Volume is a video game about designed spaces and the paths that enemies can take through them, and the biggest threat it can throw at a player is the moment when a guard moves in an unpredictable way and is about to detect the player.
This possibility wasn't planned for when it appeared in Quake, but it gradually got adopted and incorporated in a deliberate fashion with the addition of the battle suit item that cuts on splash damage to encourage players to move around by shooting themselves through the air, or through level design actually designing space to make that option more relevant.
The problem with moving three characters around in a game that was designed for 3 - player coop play makes the game quite tedious in some parts.
In his earliest prototypes, Zeke drilled deep on one aspect of his design that he could polish from the start: the game's feel, how the twin bodies move through virtual space and respond to the player's control.
The open world design lets players move freely.
As it is, most players would be far better served playing Dear Esther, a game which even in its slowest moments is in every way more moving, attractive and well - designed than Estranged at its best.
This is even more true nowadays, where many games are linear — which means the unfortunate player can't move on without finding some way past your design abomination.
«DEAD OR ALIVE 5 PLUS and NINJA GAIDEN SIGMA 2 PLUS both bring the art of combat alive with graphics that rival any console game, alongside tight controls designed to fully harness the power of the PS Vita, Whether unleashing martial arts moves or striking down enemies as a deadly ninja, players will discover that handheld gaming has never looked — or played — better.»
With the design that id Software aimed for, players will find themselves constantly moving forward, climbing up, jumping down, and ultimately feeling like the genuine badass that the game wanted you to feel like.
As soon as players begin their creative skills will grow and they will soon be ready to start creating and modifying their surroundings — the first step to sharing them with the whole community.Characters have the power to move anything in this glued and stitched - together 3D landscape; they have the power to design, shape and build both objects and entire locations for others to view and play.
The player models to this game are designed very nice and they walk and move their arms in a life - like motion.
We will design each ability to suit the given class's play style, and players can use the special move to amp them up at the right moments, escape tight situations, or just blaze through opposition.
Miyamoto continued perfecting his single screen platformer designs with arcade classics Donkey Kong Junior (1982) and Popeye (1982) until finally moving Mario into his own game, Mario Bros., and adding a brother, Luigi, who served as the second player character.
Easier special move inputs, robust tutorials and an AI designed to teach all make the game friendly to new players, and even help them join the ranks of the hardcore.
The level design starts to spread itself out and forces the player to move across in the shortest moment of steps.
But the fact remains that the problems that sunk the genre to begin with are still present: lack of replayability, high cost of development for content players can chew through in a chicken minute, pixel hunting, nonsensical puzzle design, verbosity, randomly rubbing items together in the hopes of discovering a solution, and just plain ol' getting stuck with no hope of moving the game forward.
In addition, brand new moves designed to help new players have also been implemented into the game.
This design pattern is a way to increase the chances that you have many viable moves in your game because it naturally forces players into the Yomi Layer 3 concept I talked about earlier.
The DCEMU gaming website describes Molyneux's project as a «multi-format massively multiplayer game» alluding to the gaming industry's move toward mobile technologies, such as smartphones and computer tablets, for which page formats are sized and designed differently than for computer monitor or TV screens connected to Xbox players.
For Quake 4, id Software hired longtime companion Raven Software (Heretic, Hexen, Elite Force) to design a single - player campaign, and this move definitely paid off.
This not only allows for more natural level designs and character animations, but also for more realistic lighting and the inclusion of simulated physics that have an effect on gameplay: grenades can bounce off walls and around corners, for example.In single - player mode, gameplay consists mainly of proceeding through the levels (spread over four distinct episodes) in search of an exit, killing everything that moves.
In the video below, sandbox design lead Josh Hamrick said Bungie looked at everything from the way player characters move to the way supers come back, as well as a balance pass on weapons.
It's designed to help you move toward becoming an MVP (most valuable player) within your practice, a five - tools standout on the project - management portion of your job.
Each has a unique design, personality, and special moves, which are easy enough to learn even for novice players — and that's pretty much it.
Ultimate \'s Pink Rathian, by contrast, has improved attacks designed specifically to counter these well known cheap tactics, and in addition, is better at predicting where a player is moving, so as to spoil their attempts at dodging attacks.
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