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.»