The Thunder took
control of a tight game early in the fourth quarter with a 14 - 4 run.
Not exact matches
Both Ramsey and Cazorla can defend and score as well and I am expecting a very
tight match for Ozil to
control the ball and make the right pass... Ramesy for Cesc and Coq for Hazard (
tight m2m)... I am sure Monreal will handle his back very well and I hope the same for Bellerin against Hazard... Giroud will find difficulties to hold up the ball against Cahill and Tery, he must be on his day... Welback to do them the same
of Utd
game... Gabriel should start most
of the remaining
games, BFG should be benched next season
jesus the whole 4th place mindset
of fans is sad... zero attacking threat not an assist as that was iwobi who has 2 actually... appalling passing across the 70 minutes check out his first touch where
tight control is required defending seriously!!!!... rerun the
game and watch it without your rose tinted glasses
Costa gave Chelsea that today once they started to exchance passes in our penalty box we drop deep and
tight and loss
control of the
game.
It will likely be a
tight game as both teams will look to battle for
control of proceedings with high and intense pressing, and a piece
of quality could be all that's between them.
Twinkle - toes
controlled the
game, as usual, and danced out
of tight areas, giving Arsenal some much needed respite and midfield dominance throughout.
The scoreline didn't quite reflect how
tight the
game was in the first half, but as at Watford a few weeks ago, Arsenal quickly slipped through the the gears in the second half and seized
control of the
game.
With
tight controls and a huge sense
of style, 140 is immediately a pleasure to play but the appeal wears off due to the
game's short lifespan.
Great graphics,
tight controls, plenty
of fighters and a great online community make for a
game with great lasting appeal.
Donkey Kong Country: Tropical Freeze is an excellent 2D platform
game that utilizes
tight controls, amazing level design and great visuals to deliver an impressive experience to the player and a faithful port
of the WiiU classic that you can play anywhere.
The
controls in general feel laggy, perhaps as a result
of the way the
game is buffered on the Wii U, but I played the
game side - by - side with DKCR and it was like night and day how much more responsive and
tight DKCR was.
(5/5) apphunter.net - «The
controls are easy to master and the visual effects are simply stunning» (4.6 / 5) AppVee: «I recommend it» (8/10) PocketGamer.co.uk: «amazingly fun» (9/10) IGN - «excellent
controls, a great drift mechanic» - «an amazing iPhone racer that you should absolutely buy» (5/5) TouchArcade: «Jet Car Stunts has really set the bar high in both visual appeal and handling» (4/4) SlideToPlay: «a thrill ride» (5/5) AppAdvice: «this one is a
tight gripping, brow sweating, stunt filled marathon that you'll enjoy every minute
of» - «Jet Car Stuns is one experience everyone idevice owner should have» (5/5) touchreviews.net: «enough content in Jet Car Stunts to keep you playing the
game again and again» (5/5) AppSafari: «truly one
of the best racing
games I've ever played» (4.6 / 5) AppSpy: «poetry in motion» (4.5 / 5) iphoneachievements.org: «simply magnificent» (9.99 / 10) IpwnAge: «the BEST app I've ever reviewed «TheAppera: «It's a great
game, one
of my personal favorites on iPhone «AppModo: «truly one
of the best iPhone
games» **** Accolades **** Apple: Best
Games of 2009TouchGen: Biggest Surprise 2009AppAdvice: # 5 in Top 100 iPhone
Games through 2009PocketGamer.
The original levels,
tight controls and fast, smooth, addictive
game play has landed Jet Car Stunts on many «Best
of 2009» lists.
The campaign
controls just don't feel as
tight and responsive as the multiplayer or a
game like Call
of Duty.
The
tight controls can take a couple
of tries to get some
of the wall to wall bouncing down, the
controls for the
game are simple and direct as they should be for this genre.
The
controls, while still pretty loose compared to most car racing
games, are
tighter than other Supercross
games, and the tricks (
of which there are 12 different types) are all easy to pull off.
Thankfully, within the first minute
of the
game you realize this is a non-issue, as the
game has surprisingly
tight controls.
In terms
of gameplay, Izzy
controls beautifully, with
tight controls that lend themselves well to the platforming sections and the
game's combat.
More then anything Grid is a polished racing experience, everything from the opening credits to the
tight controlling of your vehicles this
game is as smooth as you could ever want.
While I'm by no means a speedrunner, I can see the appeal
of perfecting your run in
games like Super Meat Boy and Mega Man, and these
games are full
of tight controls and difficult yet fair
control mechanics.
It's a
tight game, with a very different flavour than the PS2 originals; the
controls are heavily cut back (because the PSP doesn't have as many buttons, naturally), and environments have a ton
of crouch - behindable (that's a word, shh!)
The
game hands you a decently - sized militaristic sandbox with a ton
of things to poke and prod at, and it gives you the
tight controls and a lot
of convincing reactivity to make things fun to tinker with for a good while.
Your attacks lack any real weight or feedback besides a graphic representation
of your enemy's health bar being chipped away and the
control scheme just feels clunky to operate;
games like Hotline Miami show that
tight controls are an integral part
of creating an enjoyable top - down shooter and Neon Chrome just doesn't manage to pull this off, which is detrimental to the experience as a whole.
8/10 — Push Square: «
Tight controls hold together thrilling combat, and the sense
of adventure that the
game exudes is almost unmatched.
Finding energy tanks to increase your HP or discovering the now - iconic Morph Ball or Screw Attack abilities were highly rewarding experiences that reflected Samus's growth in power back onto the player's own mastery
of the
game and its
tight platforming
control scheme.
This 2.5 D platform - racer had brilliantly
tight controls, great level design, and that certain «je ne sais quoi» that sets some
games above the sum
of their parts.
The
controls of this
game are so
tight I'm going to go out on a limb and compare it to Super Meat Boy.
Design: NanoSpace sports a cutting - edge design with fluid animations and
tight controls that mimic the experience
of playing a console
game.
Fluid animations and
tight controls offer an in -
game experience similar to that
of a high - end mobile app.
The
tight, cramp inducing
controls of a hand held and small screen (if it's the only capacity you're able to play the
game) will definitely be a turn - off to newcomers who wanted to get into it now because it did affect the enjoyment
of the
game at times because
of how how long you would play.
Tight controls, tons
of humor, great voice acting, whimsical character design, loads
of insane weapons that you can upgrade to almost overpowered levels; this
game had it all.
As for the topic here, WHO cares that the times
of day are not dynamic, as the
game looks so dynamic in ALL other areas, especially as far as gameplay &
controls go... The series has always been
tighter & more story based, with a
tighter, more focused, linear structure, than other open world
games, & that makes it even better for me... as I don't want EVERY
game to have that overwhelming open world structure, that you sometimes get lost in, & waste half your
game time.
Controls are extremely
tight, and are part
of what the make the
game most enjoyable.
The teams at Dennaton Games, Abstraction Games, and Devolver Digital have worked incredibly hard to reproduce the fast - paced gameplay and super
tight controls of the original
game, and we couldn't be happier with how Hotline Miami plays on PS3 and PS Vita.
, the
game itself features
tight, responsive
controls and I only experienced a few moments
of frustration throughout my eight hour playthrough.
The
game's sense
of humor, mixed in with great visuals and
tight controls make this an instant classic as an Xbox Live
game on the platform.
The best part
of the
game is absolutely in the
tight controls and precision platforming.
A lot
of the problems with the first
game are fixed here with the
controls feeling much
tighter and all the animations blend perfectly together.
At Insomniac we've always placed great importance on
tight, straightforward
controls so that our
games are accessible to all types
of players.
You have the
tight controls & exploration from the Mario
games combined with the speed & excitement
of a good 2D Sonic
game.
Since the
game has
tight controls and an enjoyable challenge, I can't criticise it for being too simply anymore than I can criticise Tetris or Bejeweled for being too simple (
games that have captivated millions
of people).
gametype is (to the best
of my knowledge) unique among first - person shooters and given this is only an 80 point
game that looks gorgeous and has
tight controls, there's no good reason (post-update, at least) not to add it to your collection if you've ever enjoyed a first - person shooter.
Sadly though, a
game with a lot
of emphasis on
tight controls and great visuals suffers when the
game struggles to process everything that's going on at once.
The reviews I've read say that the
game works most
of the time, but the
controls aren't nearly
tight enough to stay competitive next to other excellent racing
games that already exist.
The feel
of the
controls is going to be what makes or breaks this
game, with
tight jumps to make and plenty
of spikes to leap over.
The trademark
of the
game is the gameplay, and especially the
controls — they are
tight and «spot - on».
I personally didn't find it made me better at FPS
games (I'm kind
of twitchy and button mashy) but I liked the feel and the
controls were pretty
tight.
Formula Fusion retains the challenge
of the earlier WipEout
games, yet the
tighter controls feel more intuitive, making it easier to predict braking points.
The
controls are
tight and satisfying to use, though as I said earlier — stay clear
of using a controller for the
game because it simply isn't as responsive.
Snake Pass has a complete new concept
of control, you'll find yourself slithering along, climbing up bamboo branches and other obstacles
controlling Noodle in a different way to most conventional
games, for example to move you have to slither left to right with the left stick and pull back the right trigger, it sounds simple but can be rather tricky especially when you're trying to climb up obstacles, you can also press left trigger to get a
tighter grip when you're coiled around different items in the land!