«Once the Dart gets to highway speeds,
I actually feel content behind the wheel,» he said.
Not exact matches
Canavari: We
actually do whitelist sites and like I said, it's a manual process, we take this very seriously and we just want to make sure that our advertising and our
content is in adjacent to things that we
feel are where our customers are and what's important to them.
Hence the need for a
content strategy that
actually makes the customer
feel like they are engaging with the brand and those who represent it.
The key to successful visual marketing for your marketplace
actually lies in personalisation, as 61 % of consumers
feel better about a company that delivers custom
content, making them more likely to make a purchase.
On an interesting side note, back in my fundie days, I refused to vote for the politicians that supported marriage equality and even wrote a letter to my member to that effect; the only thing I ever
felt strongly enough about to
actually write rather than be
content just signing my name to a petition.
The Ls
feel they are being asked to make themselves
content not only with a back seat but
actually a whole other bus as our Utah activist confesses,
Whether it's due to its origin ---- its not
actually a grain or grass, but rather a fruit — or its high protein
content, using this flavorful flour will make you
feel like a pro.
«We found that some teens invested great effort into sharing
content on Facebook and Instagram and that what may seem to be an enjoyable activity may
actually feel tedious,» Yau said.
As a health coach, I can teach you about the nutritional
content of food, provide recipes and give advice but only you
actually feel what specific foods do to your body.
Dressings with high fat
content actually help you to
feel fuller for longer (e.g. olive oil) which as a result can mean you consume fewer calories during the day.
Well, as a blogger, I
feel like it's our responsibility to put out
content like 30 days before the actual event happens, that by the time Valentine's
actually comes, I will
feel like I have celebrated it for a month already, ha!
Scrolling through my latest blog
content I have to admit that today's blog post is somewhat of a rarity: I
felt comfortable even though my outfit didn't include any designer items (but just stuff you nowadays call «high street») nor was the post shot at a location classifying for a dream get - away (it is
actually in Fuerth aka my new favorite for Street Style locations;)-RRB-.
We have been shooting like crazy over here, I've been really into putting together outfits lately and creating
content for the blog, and have
actually felt like getting up to do something which is huge when preggo!
It was quite a relief,
actually, to have so much vague, fascinating
content put in images, and
feelings incarnated in real people.
Between the jokey dialog you uncover during missions, the opening thank - you screen, and the focus on user - created
content, Volume is a charming game: it's the sort of game that makes you
feel as though if you ever met the lead designer, you'd pretend to like it just a little more than you
actually did.
Occasionally you pay in to earn the
feeling that you got a little bit closer you really haven't, as you ultimately find another paywall, and then another, and then another... As a enthusiast in actual Game Theory (the scientific theory as applied in everything from chess to politics) these freemium titles I find are
actually not «games» but rather «toys»... I guess it works for some but I refuse to play games that
feel intentionally hamstringed with the sole purpose of holding back
content behind timers and paywalls to manipulate the player.
The Toy Box
feels much more like something you could
actually build game
content in now as well, with greater detail in the design - by - numbers features.
I know your audience is a lot of authors, so I
actually think authors probably should put a fair amount of themselves in their
content, because it's an opportunity for their readers to
feel really connected with them.
I'm guilty of this too, but I
feel like our travels have become this
content that people want to consume mindlessly just like any other platform, and we must be better about actively adding something more substantial, not only to be memorable, but to
feel like we're
actually adding value.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka
actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut
content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team
felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
Other stuff includes the fun Nostradamus missions Throw in random events around the streets and missions to help fund and upgrade your own personal Cafe and you've got a game with a substantial amount of
content, and for the first time the vast majority of it
actually feels worth completing.
In the meantime, between a clever mixture of single - player only score - chasing, fun co-op modes, light karaoke functionality, and a levelling - up system that's incremental and
actually pushes you out of your comfort zone, this is a game that repairs all the wrongs the peripheral - based rhythm action genre fell foul to last gen.. The six - button system on the guitar
feels intuitive and natural, the charting — whilst occasionally bemusing — is agreeable, and the living
content roster is inspired.
For fans that haven't had a chance to play Infinity Moment, this is
actually a great deal, but for those who keep up with the game series, this is sort of just one of those situations where we
feel like more time should have been spent expanding the «Hollow Area» storyline, instead of trying to fluff up the game with older
content (even though there are a few updates to the older story involving newer characters)
Others have complained that charging $ 60 for just a single portion of what we are used to is too much, especially when the base game doesn't
feel like it has enough
content, and that much of the move is
actually tied to being able to charge gamers for expensive and extensive map packs that make the game less functional and enjoyable for those who don't want to buy in to the stream of DLC map packs (again, looking at you EA and DICE!!).
A lot of grinding, some bosses
feeling a bit cheap and whilst taking a good few hours there isn't
actually that much
content after you take a step back and ignore all your retries and grinding.
A significant number of dungeons and challenges open up post game (again, furthering the narrative that Final Fantasy XV had a ton of
content but no idea what to do with it), but, more importantly, after it's over you have the option of reverting to a previous save and mopping up all of those sidequests (you can
actually do this at almost any point, through a plot contrivance, but it only
felt appropriate after I concluded Final Fantasy XV's story).
Others were just happy that the DLC
content is now free and
felt as if other developers need to follow id Software's lead by making a quality game and only adding in DLC that's
actually beneficial or an actual upgrade to the core experience.
Although choosing 16:9 creates a space to the left of the
content so that the notch isn't an issue, I
actually preferred full - screen mode despite the video wrapping around the notch, because it brought me closer to the action and
felt more immersive.
The was no lag whatsoever and it
felt like you were
actually touching the
content on the phone, which was a massive improvement to the overall user experience.
Engaging with
content on social media — Facebook describes this as «sharing messages, posts and comments with close friends and reminiscing about past interactions» —
actually makes people
feel better, Facebook claims.