Sentences with phrase «players see items»

Valuating virtual currency differently than real world dollars can influence purchase decisions because players see items priced with the game's arbitrary values rather than real currency.

Not exact matches

The only thing which makes our team unbalanced is playing the luxury item we bought called ozil.I thought he would need time to adjust to physicality of premier league so i supported him, but the guy hasn't improved he tries to dribble past ppl but runs into them somehow, tries to do showboating at unnecessary time which he fails to do miserably.And i see him giving too many back passes when he should drive forward.And the biggest reason i stopped liking him as a player is bcoz of his sulky attitude.No passion or drive for the club, as if he wanted to be at some other club and is just doing the job without his heart in it.He neeeds to be placed on the bench and make him work hard to retain his place.Ramsey and coq in middle with ox and sanchez on both wing and cazorla as cam will make us a more balanced midfield.
The modest cognitive deficits seen in the overweight players could translate into everyday slips in memory, judgment, and impulse control — such as forgetting to buy an item at the store, unwittingly saying something inappropriate, or giving in to unhealthy appetites, Amen says.
Last but not least, vendors shall see discounts so players can conveniently pick up more items.
It's great to see coveted, limited - time items made available again - but I worry that it might lead to increased rates of Loot Box Mania, in which players become increasingly agitated at being unable to open the specific costume they so desperately want.
Also take into account the number of power - ups and additional items available to the players, including but not limited to bombs, arrows and shields, and you can see why matches can get so frantic.
You can expect to see: six expanded quests with content from the original game, 60 new items, Heart of Winter and Trials of the Luremaster expansions, 31 new class and kit combinations from Baldur's Gate II: Enhanced Edition, 122 new spells carried over from Baldur's Gate: Enhanced Edition, cross-platform multiplayer capability for up to six players, and story mode — allowing players access to the entire story without game over screens.
I don't see the virtual items as our self property, as we do nt sell our PC as much as we sell weapons or equipment in an MMO game, though if we're talking about getting hacked when we bought something with real money or having our credit card connected to the game account is a robbery and the administrators should deal with it, or else they will lose a client and could face a sue because they did not protect their player's privacy.
- after the remakes of Terry's Wonderland 3D and Dragon Quest Monsters 2, Yuji Horii asked the team what should be next - the choices were Caravan Heart (GBA), a professional version of Dragon Quest Monsters 2, or a brand new game - the staff made the plot together with Takeshi Uchikawa (who is currently directing Dragon Quest XI)- the suggestion was to make the theme become something catchy, which lead to a science fiction vibe - Horii said «anything's alright as long as it's interesting» - the creation of the Dragon Quest Monsters: Super Light helped build Joker 3 - fan feedback from the mobile game was used, which lead to monster stats being seen - the Reactor device lets you easily see all the things that occur on the field - the team had some trouble bringing together the ridable monsters aspect of the game, but eventually worked it out - the full game starts off with monsters that players can ride on land - you'll eventually unlock sea, air, and multi-jump land rising monsters - a «Big Air ride» was teased as well - by clearing the story, features will be unlocked that further modify monsters such as abilities and changing their sizes - Stealth Boxes which can not be found without using the Reactor only contains useful items that are optional - compulsory items that are needed to be found with the Reactor are placed in non-stealth locations - accessories can strengthen monsters, but monster strength is mainly determined from raising and combining them - features more offense - related content in the form of new spells and skills - new water - type spells are included - new skills added enable more detailed adjustments in versus, adding more strategic features - one of the items that can be bought with Communication Coins has the same effect with «Key of Encounters» - this lets players recruit monsters a bit more easily they've befriended before - since Communication Coins can only be obtained from multiplayer battles, it's completely optional - people who still do StreetPass but don't want to do multiplayer battles can still get them by combining monsters - DLC monsters are planned to be added regularly post-release until around Golden Week (April 29 — May 5)- - A national tournament is also planned, with more details coming later - carryover feature from Dragon Quest Monsters 2 that comes into play after the ending - players can bring up to 10 monsters which are ranked A or below from DQM2 to DQMJ3 each day
For those feeling a little creative, Case Zero will also include the weapon - crafting system found in the full game, which sees protagonist Chuck Greene duct taping various items together to make combo weapons, which also awards the player extra prestige points, leveling up your character quicker.
- «Master's Road» is an action game that uses the ride system - this makes full use of ride techniques - tasks players with getting to a goal while overcoming obstacles - entrances are being prepared in a variety of locations - challenge the event by using «Heaven Guide Stone» items - tears in space - time are hidden on the field - using your Reactor, you can search for and discover these tears - go through them to see a mysterious world previously unseen - powerful monsters and masters of the other world await inside, and winning could yield rewards
«Utilising the HTC Vive's Room - Scale features, the game sees the player walk around their own shop and sell items to customers.
Players will see new features such as drivable light vehicles, character customization, unlockable cosmetic items, fire support requests, ranked matchmaking, and more.
Players skilled enough to see themselves through to the end will be rewarded with rare set items and high - tier crafting materials needed to create end game Ambush gear.
Injustice 2, sees DC's heroes and villains collide yet again as an all new reward system takes center stage featuring items that boost player stats.
Moira (or player two) has a crowbar for extra melee damage and prying open doors, but her best use is her torch, as she can find items (health, ammo etc) in the gloom that Claire can't see.
This is the first appearance of any sort of bonus mode in the series, which can be seen in virtually all subsequent installments in one form or another as a way for players to earn extra items or costumes in the main game.
Recently, we've seen a few cases of players using the personal trade function to sell items using third party sites.
Renegade Round - Up is a simple kind of gameplay that I'm surprised hasn't been seen in MMO battlegrounds.The return of players being able to hold two items at once, combined with the feather and Boo items makes me feel like Nintendo not only learned to not rush their battlemode feature, but to build on it.
That level of interaction with the player is crucial in a game like this and I saw — while playing WWE ’12 last year — so many in - game items created by the community, as well as commenting on items and rating them.
In addition to gaining access to some of the cool new multiplayer weapons for your single - player campaign, you'll also get two amazing new guns never before seen anywhere else, plus one ultra-rare weapon only available previously as a limited promotional item!
As seen in the screenshot above, it offers limited - time costumes and set daily items that players can purchase outright, as opposed PUBG Mobile's primary use of loot boxes that produce random (and often duplicate) items when opened by players.
I saw this on display the most when players wanted to retrieve contaminated items they extracted from the «dark zone» to the main base, I guess going back and forth could prove a tedious task.
The other is the incredible Battle Mode, which puts two human players in one of four arenas, shooting off items, playing offensively and defensively, to see who can eliminate all three balloons from the other player first.
At the end of my article on Monday, I asked any of you if there were any franchises you wanted to see made into a fighter game in a style similar to SSB, i.e. four player brawls with an extensive / nostalgic character selection, wide - open multi-layered stages, and oodles of items, assist characters, and special moves.
-- Nintendo took Game Informer directly to a dungeon — This dungeon is constantly moving — Game Informer says «Link must manipulate the entire enormous mechanism through his own ingenuity» — Players can skip dungeons if they want and go straight to Calamity Ganon — The substance known as malice covers the dungeon — Link gets hurt if he touches it — Can be destroyed by finding and attacking each pocket of malice's eyeball — Sheikah Slate serves as Link's map, binoculars, more — Use the slate in the dungeon to see a 3D model, tilt the entire dungeon from here — Doing so slides blocks into place and opens up angles you can use to paraglide to new locations — Voice tells you that you need to access terminals with the slate across the dungeon, marked on your map — All bombs in the game are remote and don't blow up on a timer — Simpler approach with dungeons in Breath of the WIld — Game Informer didn't see the familiar chest opening animation and signature music — Never found a signature Zelda item or compass — Wind Blight Ganon is the dungeon boss here — Voice tells you, «It's one of Ganon's own.
We've been so happy to see how much people have been enjoying them, because we put a lot of thought into what can be done to make the packaging more fun for the players, and what kind of pack - in items would fit best with the style of game.
-- 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 thplayers 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 thPlayers 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 world
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
We can already see items within the players inventory, such as items and outfits for customization.
Finally, you have the recently released Dark Brotherhood content, which removed the Veteran Progression System but added a whole bunch of new items and abilities, including craft bags and poison crafting, and saw players undertaking a series of new missions in service of the shady cabal of Assassins.
You've no doubt come to realize this fact if you've ever played against an expert Smash Bros. playerseeing how they effortlessly dodge, use items and throw punches like a magician performing a card trick.
Inspired by the Hunger Games books and movies, as well as Kinji Fukasaku's cult film Battle Royale, it sees 100 players being dropped on to the island, before searching for useful items such as backpacks, body armour and guns and then trying to kill each other.
Through finding items and placing some of them in certain places, the player will eventually see recreations of the scene, which you must put in order chronologically.
Cyberpsychologist's Berni Good wants to see more studies into what affects whether or not players purchase in - game items.
* Mario vs. Donkey KongTM: Miniland Mayhem (Nintendo DS) which launches in Q1 2011 on Nintendo DS will see players draw red girders and control items with the Nintendo DS Stylus, and play games moving items such as pipes, springs and conveyor belts.
Add in specialty items like magic lamps to see ghosts or the potestaquistor to find magic disruptions and the game really gives the player everything they need to successfully complete the title.
In these 15 minutes of in - game footage, we see a squad of four players work together to infiltrate some sort of compound, all while crafting healing items, distracting zombie - like creatures with a floating sheep and building fences.
Two examples include: UI elements not overlapping properly, making it difficult to see stats for items at stores, and players having to «take turns» to upgrade their character at the end of a level, despite playing the game online on separate computers.
The online multiplayer plays just as great as the single player game and any items earned whilst slashing and scouring in this mode will come back to the single player game so that you can upgrade and improve your character as you see fit.
Instead of withholding, it rewards players that are good with bonus items while letting everyone see all the songs if they want.
The main difference between the older games and these renewed versions is that the first Phoenix Wright game includes an extra never - before - seen chapter exclusively programmed for the DS, allowing player to use classic tricks like blowing into the micro, the touch features to interact in the scenario, 3D items as evidence to check them out or even some fully animated video.
Since Nintendo loves to do things differently than the competition, I would love to see an achievement system that actually rewards players with tangible items for their efforts.
But that experience is exactly the same sort of barely - controlled four - player chaos as you saw in the Wii game: fun in short bursts if you have company over, but don't expect to make any serious progress or grab every single item.
It is very much a traditional adventure game, in which players control Marty McFly as he solves puzzles, uses items on the environment, and makes wry observations on his situation; if there are any elements of action or reflexes in BttF, I haven't seen them yet.
Players will be able to customize their plants and zombies with a wide array of various unlockable items as they progress and level up their characters which also sounds like a Team Fortress 2 idea, but we'll have to wait and see who can come up with the wackiest sunflower or disco zombie.
This last quarter has seen a number of games incorporate the Loot Box phenomenon: Call of Duty: WWII, Star Wars Battlefront 2 and even single - player games such as Shadow of War and Need For Speed: Payback have teased, hinted and egged players into fronting up real cash for in - game items.
So players will be seeing and matching tiles that are marked either as monsters or helpful items.
Diamond Dynasty will see the addition of new players (legends, flashbacks, and more), daily attribute updates for current - day MLB players, new Missions and Programs, updated rewards in many of our modes (Ranked Seasons, Battle Royale, Events, Conquest), and promotional packs and store items.
The team also started to research the weapons and equipment of the era, to see if the Battlefield approach to combat — multiple player classes, all with different arms and items — would work.
a b c d e f g h i j k l m n o p q r s t u v w x y z