Not exact matches
There are countless baubles to pick up that offer
in -
game enhancements and loads of optional, extremely
difficult fights to pick.
And the centre back is taking a lot of positives from the City
game, especially the
fight and determination we showed
in difficult circumstances.
I believe that of course
in 20
games we lost two, and it is very
difficult because we are not used to that, but as well we have to put it into perspective and
fight for the next one.»
Making life
difficult for that backcourt was the Nets» top priority on defense for seven hard -
fought games, but Lowry exploded for 36 points
in Game 5 and managed 28
in Game 7 before that final possession.
Although it will be incredibly
difficult to ever match his contributions on the pitch, it's vitally important for a former club legend, like Henry, to publicly address his concerns regarding the direction of this club... regardless of those who still feel that Henry has some sort of agenda due to the backlash he received following earlier comments he made on air regarding Arsenal, he has an intimate understanding of the
game, he knows the fans are being hosed and he feels some sense of obligation, both professionally and personally, to tell it like he sees it... much like I've continually expressed over the last couple months, this team isn't evolving under this current ownership / management team... instead we are currently experiencing a «stagnant» phase
in our club's storied history... a fact that can't be hidden by simply changing the formation or bringing
in one or two individuals... this team needs fundamental change
in the way it conducts business both on and off the pitch or it will continue to slowly devolve into a second tier club... regardless of the euphoria surrounding our escape act on Friday evening, as it stands, this club is more likely to be
fighting for a Europa League spot for the foreseeable future than a top 4 finish... we can't hope for the failures of others to secure our place
in the top 4, we need to be the manufacturers of our own success by doing whatever is necessary to evolve as an organization... if Wenger, Gazidis and Kroenke can't take the necessary steps following the debacle they manufactured last season, their removal is imperative for our future success... unfortunately, I strongly believe that either they don't know how to proceed
in the present economic climate or they are unwilling to do whatever it takes to turn this ship around... just look at the current state of our squad, none of our world class players are under contract beyond this season, we have a ridiculous wage bill considering the results, we can't sell our deadwood because we've mismanaged our personnel decisions and contractual obligations, we haven't properly cultivated our younger talent and we might have become one of the worst clubs ever when it comes to way we handle our transfer business, which under Dein was one of our greatest assets... it's time to get things right!!!
However, he also had some very positive things for Arsenal fans to take from the
game, mainly the
fighting qualities that we have showed
in the last three
difficult games.
When your competitor is doing so well, like Man City, it's
difficult to
fight for the title until the end, but we must give everything, try to get three points
in every
game and improve our work.»
«From 20
games, to win 19 and draw only one makes it very
difficult for any team to try to
fight until the end because if they continue
in this way it's not simple.
Hareide hailed his side's character to
fight back after going a goal behind, saying: «Belief is very important
in football and the lads stuck together and gave a fantastic performance today
in a very
difficult game.
The gameplay
in Dishonored mostly resembles Deus Ex: Human Revolution, you are encouraged to use stealth where ever possible and this is without doubt the best way to play the
game, going
in and trying to
fight your way through is much more
difficult and this is one of Dishonored's faults.
Being new to
fighting games is already
difficult as is, but then throw
in a confusing story line and you might not be enjoying yourself.
Almost nothing
in the
game is closed to you at the start, so your progress is mostly limited by how
difficult the monsters are to
fight in any given area.
Enemies are annoyingly
difficult and often have no context to being
in the
game, controls are loose, jumps can be impossible, boss
fights require pinpoint pattern recognition, and you often have to start back at the beginning of the
game.
It's an all out
fight for survival on a hostile alien planet
in the
game's first co-op mode where increasingly
difficult enemies challenge players - defeating them earns you huge experience and
in game credits.
It's also a very
difficult game, throwing enemies at you
in mixed waves to trip you up, and capping off each stage with a
fight against a vicious boss.
- On the legal side, as DonnieDarko420 and NoseofWario pointed out, leaving the
game up would make
fighting such copyright infringements more
difficult in the future.
Since the original gameplay closely mimicked natural motion, this update did not break the functionality of the
game in any way I have come across, although
fights might be slightly less
difficult as strafing and firing off spells is easier than blinking sideways and firing.
In Arms» specific case it was
fighting games - so really it's
difficult to think exactly why we did it.
These ranged attacks have an odd, curved trajectory to them that make them
difficult for opponents to avoid, especially those who are used to traditional
fighting -
game fireballs that tend to travel
in a straight line.
The Nightmare Cooperative is a stylish, simple - to - control,
difficult game that has you moving up to four heroes
in unison through randomized dungeons, collecting loot,
fighting monsters, dying plenty.
The variety of enemies
in both types and groups is incredible and the way Mass Effect 3 deals them out to you does not ever really get boring,
in one mission you could be
fighting the armies of the reapers so you get the reaper enemy types,
in another you are
fighting Cerburus and so the enemy types from this group appear and enemies get increasingly
difficult as the
game continues with new types added every few missions.
Personally I found this to be a more confusing way to
fight battles compared to other
games in the series, as watching a lot of chained up animations all happen one after the other can make the battles
difficult to follow and micromanagement less user - friendly than other SMT titles.
But when we tried it
in the
game, consecutive
fights made it way too
difficult.
It's possible, although incredibly
difficult, to beat every
fight in this
game without taking a single scratch to your HP.
In past
games, the Legacy Mode would have you create a character, and go through a series of progressively more
difficult fights.
The difficulty curve certainly varies throughout the
game as there are some tough one - on - one encounters with walkers for Michonne to not only survive but also
fight through, while there are easier areas of the
game that require you to scavenge for supplies to maintain energy, so Michonne and her allies can stay focused and on the move, alongside other parts of the
game that will need you to have conversations with your allies to plan your collective escape from multiple
difficult situations
in order to attempt to preserve everyone's survival.
The cruelty
in Japanese
game design is fully explored
in this
game: if you die at the end of a level you often have to start again from the beginning of it, boss
fights are very
difficult on even the easiest setting and will require many hours of trial and error, you also can not save the
game whenever you want to.
It's
in these
fights where the combat system is most interesting, when it throws
in supporters on top of the
fights being significantly more
difficult than any others
in the
game.
Whilst managing to survive long enough to provide a set of sequels this early entry
in the Toshinden series had a
difficult tiime establishing itself as a real contender
in the
fighting game genre.
You can glide your way through the
game's nine stages blindly pounding the attack button, accompanied by your masked vigilante pals who
fight in such close proximity that battles quickly become overwhelming, with so much going on at once that it's
difficult to invoke much strategy into your crime - fighty travails.
Their health seems to have been buffed to ludicrous degrees too;
fighting ogres
in the previous
game was a tough
fight but now it requires complete cooperation with your team which can be
difficult when playing with random players.
However, there will be
fights that seem so unfairly
difficult that you need to cheat the
game in order to progress.
The Bug Butcher, developed by Awfully Nice Studios, is one of those
games, an arcade action
game that has players
fight off waves of increasingly
difficult bugs
in a sealed off room
in an attempt to get a high score.
SteamWorld Dig's single boss
fight is not very
difficult and seems out - of - place
in a
game that is devoid of any other forced combat scenarios.
Battles never felt overly
difficult or too simplistic so having the option to make
fights harder or easier is a nice addition, especially when it's so engrained
in the
game.
This mode will have several mix - up mini quests for you to test your skills at; you'll have wave - based challenges where you
fight off increasingly
difficult hordes to see how long you can survive as you level up, boss rush runs, speed runs and other odd modes that wouldn't typically fit
in the main
game.
You battled Final Fantasy VII's Cloud and VIII's Squall (Leon), and Titans from Hercules, but nothing could prepare you for the
game's most
difficult challenge, the Platinum match,
in which the player
fought one on one against the epic boss villain himself, Sephiroth.
I think the Bladedancer could be, at times, certainly when the
game first shipped, very
difficult to
fight [
in PvP], and that the Arcstrider feels more fun and more fair to
fight against.
Many enemy encounters
in Wild Hunt are
difficult, with the Chort, and the Ice Giant being some of the hardest
fights in the
game... but they're not scary.
It is because of this background that I have thought recently that
in the current generation it may be quite
difficult to develop a non-license IP and completely new
fighting game.
Also that thing he said about being
difficult to create a new
fighting game, I thought about that too a while ago and that is so true... the
fighting games are already settled, you can't come with a new
fighting game and not get lost
in the middle of giants.
The later
games in particular had a weird combination of great graphics, extremely bland level design, really crappy boss
fights, and long, excessively
difficult platforming sections.
Instead, a number of levels end with a boss
fight, and although they aren't particular
difficult (the penultimate boss was the only one that killed me
in the adventure mode), the
game is pretty generous with how many of them it provides.
This means that not only is the
game extremely
difficult, but the unbalanced magic system is still there too, thus rendering the
games Mages completely useless and underpowered as you expect to
fight some of the stronger monsters and enemies
in the later stages.
Fight for to be first
in top and become the best. - There are 3
game modes and each of them is interesning and
difficult in int \'s own way. - Two difficulty levels for each
game mode. - Global leaderboards. - Challange your friends to become the best.We will be glad to listen to your...
The anti-Keystone movement can be traced to former NASA climate scientist James Hansen's dire warning
in June 2011 that if the pipeline were built it would be «exceedingly
difficult to control the tar sands monster» and would be «
game over»
in the
fight against climate change.