I think some fans struggle to comprehend that just because we see these fringe players on a very limited basis, Wenger and Co.
actually work with these players for the majority of the week.
Not exact matches
The difference is that Wenger
actually works a watches and trains
with the
players every single day.
I've
actually been
working on a side project / software
with a friend of mine to help teach coaches /
players about lacrosse, so a lot of this is top of mind.
I will say this... And i'm not pretending to be psychic, but if patience had not been shown
with Coquelin and Ramsey imagine our midfield now... Hindsight is brilliant but the people who
work with these
players on a daily basis may
actually know what they're doing and when Wenger and Co.
actually rate
players as highly as they do they may see a few things we don't...
Last season it
actually worked quite well
with Arteta as a holding
player.
this window has just finished i am already thinking about who we will get for the january window we might try for khedira on a really low offer as he is free agent almost would help boost numbers in midfield in the new year as we will no doubt need to filling the numbers about then also i will hold my hands up and say i was wrong this morning for giving wenger stick and saying welbeck is rubbish i have been out in the cold light of day and had a chance to reevaluate the situation and realized that this could be a canny shrew transfer on wenger behalf
actually if wenger can turn the clock back and
work his magic on welbeck and get him scoring goals and improve his game then we could have a great underrated signing on our hands its wengers absolute trust in him that might be what makes him a great
player as this is something that he never had at old mordor if anybody can make him a world beater wenger can he loves this little pet projects improving
players against the odds welbeck has the skillset to be high class
player upfornt he just needs to
work very hard on his finishing i think once he gets a few goals under his belt he will settle in fine and he is a team
player you could put him on the left against man city to shore up that side and he will put in a great shift without a complaint that could be his biggest asset to us or on the right whenever we need him there ithinkwenger might start himon the left against city to protect the left back against navas and i bet you if he does a great job we will take a shine to him quickly i am hopeing he will be one of those wenger gems that he finds and polishes up to a high finish i must admit i was annoyed as some other gunners were at not signing d / m and c / h but if wenger does win the league
with this lot it will be his greatest win yet and what might play in to our hands is the unpredictable nature of the league in the last few seasons if we get on a good run at the right time we might be hard to stop look at city they should have never lost to stoke but the result is there in black and white for all to see and i think chelsea will hit the skids after a while to just because cesc and costa are doing well now thats there main threat but teams will
work out how to stop them as the season goes on and chelsea will become predictable i think we might just do well this season after all
Players want to
work with younger managers who have new and fresh ideas and that can
actually teach them something.
Remi is
working with the
players and he's
actually quite satisfied
with what he's got.
As a former college lacrosse and high school field hockey
player, and a member of ASTM International's subcommittee on standards for headgear and helmets, which is
working with US Lacrosse on developing a new standard for headgear in women's lacrosse, I have reservations about whether requiring female lacrosse
players to wear helmets will make the sports safer, or, as a result of the phenomenon called risk compensation (also called the «gladiator effect»), will
actually result in more, rather than fewer, head injuries.
Working with Tanz researcher Tetsuro Murakami and
with colleagues at the University of Cambridge and Columbia University, they focused initially on the FUS protein, and discovered that these abnormal clumps could
actually be a very important
player in causing nerve cell damage and ALS.
The key is to ease into it, start
with smaller dividers for the toes and
work your way up (for example, some of my football
player clients
with large, very tight feet
actually start
with just their pinky fingers, taking time
with each toe before moving to the next one).
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 truth is that I would not have entertained any offer if I didn't feel that I could
actually work with the key
players.
While several companies are still pursuing the subscription model in some format — whether it's full - length
works, long - form journalism, or e-shorts — two
players in the game have
actually made a viable model out of it and been able to attract both readers and publishers
with content.
What really impresses me about Legendary is just how well it
actually works with any number of
players, from just me looking to kick back for an hour or two all the way up to five people swigging cider and arguing about whose cooler; Wolverine or Deadpool.
- 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
It levels the playing field,
with the
player actually able to
work out when an enemy is most vulnerable or when they're able to unleash some brutal attacks of their own.
- 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
The AI in the Gears of War 3
work quite well
with the
player and this is one of the rare games where they
actually do some
work, however for the more realistic experience, playing it online
with up to four
player takes the gameplay to a totally new level.
As crazy as that sounds, here is the kicker: This extra disc won't
work with the Wii and instead will have to
actually be played in a separate DVD
player, or your «other» videogame console — whichever you choose.
In the games coverage of today, VR is covered somewhat but is yet to reach the levels of the established consoles and portables most
players have; however when asked about their large focus on VR, Warren told us that
with VR, films can suddenly allow for branching story lines and «choice», a concept that is very basic for games, but exceedingly new for film, saying, «I think VR is a medium in which film makers and game makers can
actually work together.
The problem comes in finding the sort of innovation that
players actually want and that developers will
actually work with.
At the moment it's still not clear how online play will
actually work — it could be a separate mode
with individual matches or it could
work more like Far Cry 5 which allows
players to go through the entirety of the main game
with a friend.
The Dark Below shows Bungie paying attention to the lessons of MMOs like World of Warcraft,
with a quest chain that
actually works to build anticipation, giving
players a view of the strike's boss right from the start of the first new mission, and establishing her as a threat from the off.
For example, making the accomplishment of a task rewarded
with a substantial monetary reward may
actually not make it as desirable as rewarding the accomplishment
with a smaller monetary award but a larger intrinsic award such as the
player's desire for acknowledgement of his or her
work in the firm.
Microsoft, here's what Apple
actually does (and I wonder if you
actually get this since you're trying to copy Apple): — recognize a product or service you see needs improving (Apple saw this in music
players, phones, etc.); — come up
with a product or service that solves those problems in a simple, easy - to - use, intuitive way; — have everybody in the company
work together to implement that solution, putting aside anyone who gets in the way; — do this all in secret until the moment you're ready to launch, then market the hell out of your solution.