Sentences with phrase «control of a tight game»

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!
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