Sentences with phrase «always approached games»

I've always approached games with the idea that to win games you have to score goals.

Not exact matches

My approach to new foods or cooking techniques is that I am ALWAYS game to try them.
To me I still believe Wenger can win the epl again but his problems are his stuborness and the way he approaches games with top teams away from home; he always like to play his own way by disrespecting the opponent but I think he has corrected that this season.
We've always said we can give anyone a game on our day, so going all guns blazing is far more likely to pay off for us than any other approach, especially with the players we have.
Yeah, the table says something different, but we approach these games the same way we always have...
While his uber - efficient game was always respected, there was a grimness to his approach that left many (myself included) feeling cold.
It sounds ridiculous but hear me out, he always plays attacking football, or as our manager likes to say «approaches the game with a positive attitude», he knows how to be consistent with his goals (kept Wigan in PL despite everyone saying they would be relegated), also brought his team to a cup final on an extremely low budget, was also responsible for the passing philosophy in Swansea, and most importantly, he can nurture YOUNG talent (Lukaku already has 50 goals in England, Delofeu is starting to bloom, Stones is already flourishing,...) Imo someone like Matinez would be the perfect candidate for the job, but he has to prove he can win trophies as well and challenge in Europe as well.
Always admire his skill and approach to the game.
No tactical approach, always making a same for same sub and always playing Ozil despite his persistent inability to influence the game.
they are a club who likes to play the game on the ground, passing movements and always going forward and we can deal with that all day, that is why we always have a chance with City unlike clubs like Man u, who will will their traditional free flowing game to stiffle us and then attack on the counter... or Chelsea with their traditional park the bus approach....
«Our approach to the game initially didn't suit Charlie but it was always my intention to bring him off the bench.
That said, he is unwavering in his approach to the game — it is no different to how he would prepare for playing West Bromwich Albion, for example — and as always, he thinks Watford have the ability to get all three points.
The maze manages to be challenging (I'm still stuck on track section 2) yet doable (Laurel has already figured out track section 2), and the cognitive psychologist in me wonders whether the lasting enjoyment of this game relates to the fact that you're so concentrated on the track as you rotate that you rarely look at the big picture — meaning, the maze always seems to look new and different when you approach it.
However, if you are the type who is game to taking a new approach to the dating game, than here are a few tips and suggestions to help you land at a doctor dating, a thing which you have always been wanting.
It takes the «fail better» approach to game design and distills it to its very essence, taking the often repetitious process of dying and retrying and turning it into something captivating enough to endure the occasional frustrations that always come with repeated failure.
Metal Gear Solid titles have always predominately been stealth based video games but Ground Zeroes takes a new spin on the series by allowing players the choice of approach.
Complexity and lack of hand holding is not always a bad thing, and Subterrain leaves much for the player to discover, which is an approach that works here because of the vast scope that the game provides.
While I morally agree with this approach to awarding custody of a pet — I personally think of my pets as my kids, not property, and would always agree that a pet belongs in the best possible home — assigning «human» rights to pets can have unintended, game - changing consequences.
No doubt racing fans were piqued by TDU2's unorthodox approach to online racing — the game hopes to become the first ever massively multiplayer online racing game, with «always on» online modes, persistent user profiles, and a highly touted seamless integration betwixt online and offline modes of play.
The Dream C Club series has always had a following for its rather odd approach to connect with a gamer.
As a member of PlayStation Plus, I always get a bit giddy as the end of a month approaches because I know that I will soon be graced with a new batch of free games.
«I think that the PC has always offered ways to approach games that you can't necessarily approach on console, even if it's just because of UI restraints.»
Now onto the Single player mode or the «single player upgrade» if you've purchased the multiplayer edition, this is basically the same as a private match in multiplayer, you play one of the multiplayer selections against AI on top of that you have survival mode which was rather confusing, my idea of the game was a normal FPS game with zombies implemented so you can't camp, when you're playing the survival mode the full area has some sort of gas which will kill you if you don't get out of it, you get sent to different air pockets which open up in a set area per round, this meaning you have to camp in the air bubble and take on the hordes of zombies approaching, I've played a few zombie fps games in my days and always wanted to move around, create a train and take them out, on top of that ammo drops or weapon drops are in said bubbles and lack in quality, I wasn't impressed with the survival mode implementation and wouldn't advise any horde fans to even look at it.
I always try to approach reviews without preconceptions, but every once in a while, you just know that a game is going to suck at first glance.
I've never thought that reviewers had some kind of obligation to beat a game before reviewing it, but I've always liked to be at least approaching the end before reviewing.
This approach, and his ability to apply it in a way that always serves to enhance the story earned him the attention of Moon Studios, which led to a highly successful collaboration on the acclaimed game Ori and the Blind Forest.
«[R] eadable and informative... Shigeru Miyamoto is a dedicated exploration of an undeniably important contributor to videogame history and culture... deWinter presents an accessible but always academic study that could provide design students with fresh inspiration just as quickly as it could provide an academic a fresh perspective from which to approach digital games
IF we move it to PC / Xbox One / PS4 we might consider a Free to Play approach, so that more people can access the game (we know a lot of our fans just don't have the cash, or are younger and can't always freely buy a game at cost) and so that those superfans that really like to support Gristmill can «buy in» to the experience as much as they like.
Well, closed betas are always exciting — it means that a game is fast approaching launch, and it's always great to hear what players think of the game.
@KiwiViper85: Why are we always approaching consoles like it's a zero sum game.
This approach, and his ability to apply it in a way that always serves to enhance the story earned him the attention of Moon Studios, which led to a highly successful collaboration on the acclaimed game
11th May 2013 - When a new console cycle approaches we always seem to have this weird overlap between current and next - gen hardware that hinders «true» next generation games» potential at the launch of... Read More
I agree, I hope hyper dbz gives them verification that there are still 2d fans, and begin making a game to specifically cater to them, variety is always good if done well, and i think all fans would be satisfied with a game similar to burst limit (just with more content, and a fighting system overhaul) if they gave it a chance, though i think they should give another studio a shot so we can get something new and innovative, its selfish of me but with what i've seen of xv I want dimps to stay with 3d for the next few years, or however long it would take o make xv2 (I assume that they're approaching the content grouping like the heroes games, dbz then db / non canon)
I believe that trend ties with the always present, but seemingly rampant now, copy cat approach to game development.
I'm always experimenting with new ways to help get more people further into hobby game making, however this latest effort is especially a change of approach.
The stand - out title for me has always been the last game released for the NES, Castlevania III, with it's branching story paths and ability to swap characters with distinctive move sets, giving the player genuine choices on how to approach the various levels.
I always approach an Early Access game with a bit of caution.
A «smash and grab» approach won't always work, so players have to adjust their strategy to each situation the game presents.
For us, what's important in Far Cry is, in the approach of playing the game, we've always been very much visceral.
The whole game is littered with these tense moment - to - moment decisions, always forcing you to be creative and resourceful with the way you approach each fight.
Kart racing games have been somewhat of a rarity in recent years so it's always a novelty when one does approach the finishing line.
How you approach each mission is where the real fun of Monaco starts, but also where you'll get the most frustrated, since the game doesn't always give clear instructions on how its mechanics work.
While a unique and fun approach, I always find the open world to be a crutch in games with any sense of urgency in the storyline.
They're incredibly handy to get around unseen and also pretty fun to use too — best of all is that they're not always compulsory to use and instead just offer another additional approach to take when completing one of the game's many missions.
French studio Quantic Dream (Heavy Rain, Beyond Two Souls) often draws criticism for its grandiloquent, highly intellectualised approach to game design, but its projects are always interesting and gorgeous to look at.
There are some games where a silent protagonist works, especially if there are a ton of dialogue choices to be made, this approach has always worked well for RPG's in the vein of the Fallout series or The Elder Scrolls IV: Skyrim.
«We liked Monster Hunter — we felt like there was a good game in there,» explained Clifford, «but it's surrounded by a lot of cruft, a lot of unknowable design; the DS form factor is always kind of challenging for a hardcore action game; talking cats... There's a lot about it that I find particularly charming, but it's difficult to approach for other people.»
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