There seems to be a correlation
between lack of game time and lack of goals here, good observation.
Not exact matches
40: R2P8 CB CORDREA TANKERSLEY CLEMSON (better than Worley immediately) 72: R3P8 G DORIAN JOHNSON PITTSBURGH (with a plan to move him to OT based on athleticism, strength,
lack of G weight) 98: R3P34 S MARCUS MAYE FLORIDA (upgrade over Boston) 115: R4P8 WR CHRIS GODWIN PENN STATE (really good combine) 152: R5P8 RB JAMES CONNER PITTSBURGH (tough runner
between the tackles, great leader and cancer survivor) 192: R6P8 K ZANE GONZALEZ ARIZONA STATE (upgrade kicking
game immediately) 233: R7P15 DL D.J. JONES MISSISSIPPI (Kyle Love role)
Arsenal are not the club that has had the worst fixture schedule in terms
of the
lack of time that the players have to rest and recover
between Premier League
games over this new year period, but we are not far off and with our usual lengthy injury list to cope with it makes life hard for the manager.
Wenger blamed the 12 day gap
between games as the reason for Arsenal's poor start against Liverpool a few weeks ago, then he claimed a
lack of confidence for the start against Lincoln last week, but as most
of our first team played last weekend and scored many goals in the second half then neither
of those should apply this time around.
Between his age, declining production,
lack of athleticism, and complete disappearance in big
games last year, I don't like him in the first round at all.
A poor run
of form, or
lack of game time entirely,
between now and the end
of the year could foster doubt in Deschamps» mind.
However, like Stephens, Cameron's
lack of substantial
game time within English football might become a stumbling block for any deal to be made
between Leeds and Spurs... and Tottenham likely won't want to let him go.
It's been a
lack of goals which has seen The Blades slip away from the summit
of the table; Billy Sharp and Leon Clarke, so deadly in the opening months, have scored just seven
between them since November with United themselves managing just 14 in 16
games this calendar year.
Part
of this was to help give Balotelli some support up front that had been sorely
lacking in both
of the previous
games and also to bring Sterling inside to play
between the lines behind two forwards.
There's always a risk that you can be surprised during the Christmas fixtures, with the
lack of time
between games causing some players to turn in sub-par performances.
He seemed to
lack any creativity
of sort in the next
game against Liverpool, though he almost scored, when his shot
between 3 defenders bounced off Reina's leg.
However, a
lack of agreement
between conservation biologists and space agencies on a definitive set
of variables to track, as well as how to translate such information into useful data for conservation, has meant that so far this
game - changing resource has remained untapped.
Paranoia is not only typical among college football coaches, but it's essentially a requirement for doing the job, and the cat - and - mouse
game of trying to Harvey's unusual trajectory (or
lack thereof) stems from the fact that it's stuck
between two areas
of strong upper - level high pressure, one in the
It is a pity that the psychological complexity
of the previous film gives place to a bloated and not so engaging cat - and - mouse
game that
lacks the chemistry
between the two characters and has a rather frustrating ending, being only worth it because
of Lecter.
In short this
game is cross
between a Fallout
game that
lacks a bunch
of features like true open world
game play and first person shooter (pick one).
Its
lack of subtlety in its mechanics, it's rather clunky nature and its somewhat dull, basic setting mean it will never be more than a decent distraction: a
game to play in
between other
games, or while you wait until Bloodborne early next year.
However, understand that there are those who wanted more variety and choices
between games rather than all Nintendo and were disappointed because that
lack of variety was taken away and that most
of those
games would be released months
between each other.
The latest patch for Sonic Mania addresses a major fan complaint with the original launch
of the
game — a
lack of stage transitions
between every stage in the
game.
But while the Falcon Northwest and Velocity Micro systems both land on the top
of our performance charts, the
lack of distance
between them and the Digital Storm Ode Level 3 speaks to the difficulties Intel and these vendors will have in convincing
gamers that these new Sandy Bridge - E series chips and their supporting motherboards are worth the expense.
Be it something as simple as how to plant your crops, the
lack intuitiveness
between the
game and the player runs the risk
of becoming frustrating.
The tight deadlines
between the
game release dates meant that the initial English translation
lacked depth and contained a number
of errors; it was then sent to the recording studio, making the job
of the actors extremely difficult.»
This utterly
lack of communication
between the various people working on the
game got so bad that employees often weren't even aware
of new features being added: «Dissemination
of information
between individual employees was also pretty bad.
Over-saturation,
lack of innovation and expensive gimmicks not compatible
between versions are what screwed up these
games.
Thankfully, this is somewhat clumsily corrected later on in the
game, with the addition
of the Zero Shift function, but it is still a rather heavy handed device and shows that the
game lacks any internal cohesion
between its respective
game mechanics.
There's good reason for the
lack of any significant SoulCalibur play on the competitive scene; while the series might have provided its fair share
of hugely entertaining showdowns, a few
game - breaking flaws and an emphasis on style over substance has seen it left in a horrible middle ground
between hardcore fighters and anything - can go, mash - friendly action gaming with a competitive twist.
Between this, the incessantly annoying lock on camera, and a
lacking character progression after half way through the
game, I found myself coming out
of it a bit disappointed.
The levels were as interesting as any other Halo campaign but due to the better graphics and the ability to climb up a ledge rather than having to jump above it's height it made it great to explore for skulls and collectables, within the 9 hour co-op
game both myself and Russ found ourselves venturing off and climbing up different parts
of the maps to see how high we could get or what was hidden away, we came across a few Easter eggs on the way and found some rare or «special» weapons, Halo has always been a FPS which you have to explore to find Easter eggs etc. but Halo 5 just seemed better than the rest for this, the
game flowed well
between each level bouncing from blue team and team Osiris following the story to show where paths cross and what each team is doing in
between, I feel like all
of the trailers kind
of pointed the story into a different direction to the way the campaign developed which was surprising and confusing at the same time but none the less it was a great campaign and one
of the best Halo
games I have played in many years, I was never a fan
of Halo 4 I thought it
lacked everything a Halo
game should be but Halo 5 has surprised me and was well worth the wait.
The main difference with
between this
game and the its predecessor is the
lack of a time travel mechanic.
Toriyama and Kitase later said, in July 2011, that the biggest complaints about the
game were that it was too linear and that there was not enough interaction
between the player and the world, which they described as a
lack of towns and minigames compared to the previous Final Fantasy
games.
Since then, however, players have been critical
of the
game's direction, particularly given an increasing
lack of parity
between the original PC release and more recent console versions
of the
game.
I agree as it relates to comparing scores
between two different
games, but we're talking about an expanded version
of the same
game scoring only one point higher than it's «Demo» (for
lack of a better term).
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this
game's fun factor - more than 80 %
of the overseas player base found the
game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained
of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the
lack of fast - travel - both
of these features have been implemented, with faster movement and fast - travel
between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
It is a very difficult
game between the masses
of enemy fire to the
lacking handle
of the choppers flight control but it is really fun.
HEVGA statement on the
lack of a relationship
between video
games, school shootings, and gun violence
The
lack of continuity
between games means that there is often no marketing story to bind the fans and the company together.
The symptoms are a gradual
lack of interest with Chocobos due to the ridiculous length
of time
between the announcement
of any Final Fantasy
game and the finished version plopping in to my blu - ray drive.
Based on the intelligence
of slime molds and some amazing properties
of Mycelium, the
game addresses cycles
of death and growth, walking a line
between control and
lack thereof, death and life, and a world where while humans won't be salvaged, other life can take a foothold.
I enjoyed my time with the
game but,
between sporadic server issues and the
lack of a single player campaign, I didn't play it much outside
of its launch month.
You have two FIFA titles to choose which have very little
between them, and do
lack some
of the functionality
of its bigger console brothers but do bring you the best handheld football
games to date.
Between server disconnections, frame and animation drops, crashing menus and
lack of clarity, jumping into even a simple exhibition
game can be fun - killing, time - wasting exercise in frustration.
In the case
of Tomb Raider, there are benefits for the consumer too: the
lack of backwards compatibility
between the current and past console generations would otherwise have them dragging the old hardware out from under the bed to enjoy the
game again, and besides — the new - gen version looks great.
I finally got around to playing Bulletstorm last month, and it makes up the majority
of my gaming time (with the rest split
between Rayman Origins, an admittedly high - profile puzzle platformer, and Neon XZS, an indie
game in the 6 - DOF genre, which we are still experiencing a dire
lack of games in).
While you are given a hub world to explore
between missions, full
of buildings to break into with plenty
of treasures to find, the heart
of the
game feels
lacking.
The
game had the maximum amount
of players when it was released, then it dropped dramatically after many people were disappointed with the
lack of even MORE multiplayer content, and then after the
game was saved via the Cartel Market and the F2P option, its population rose again
between 2.0 and 3.0, after which it dropped at a pretty fast rate as well.
There have been a number
of criticism
of the Armored Core series over the years, with the perhaps the two most notable, recurring gripes being the
lack of evolution
between games, and the series» staple obtuseness.
I did notice that this time around a
lack of «neutral» choices in comparison to previous
games, most times offering either the «Paragon» (altruistic) or «Renegade» (selfish) options and nothing in -
between.
Another disappointing thing with the
game is the
lack of interaction
between the two main campaigns.
Despite the disappointing
lack of variation
between game modes the aesthetics and writing more than make up for it on their own.
Their main issues with the
game came from the apparent
lack of differences
between the character classes.
The
lack of a campaign, poor balancing
between infantry and starfighters, a limited «Space Battle» mode, small number
of maps and long loading times were just a few things that led to people's poor opinions
of the
game.