Sentences with phrase «end game difficulties»

Not exact matches

Of course it would be silly to suggest that winning any game, cup or otherwise, isn't good for the club, but let's remember just how problematic FA Cup success has been for this club... I'm certainly not going to suggest I didn't enjoy seeing Arsenal win, I'm a fan of this club first and foremost, but how bad are things when you find yourself secretly wishing that your own team lost so that just maybe real change would finally come... I resent this team for even making me feel such thoughts and it's going to take a lot of effort on their part to earn my trust again... this club has treated the fans so poorly that it has created an incredibly fragile and toxic environment, so much so that a «what have you done for me lately» mentality has emerged... fans rise and fall depending on the results of each game because we don't have faith in those in charge to make the necessary changes to personnel and tactics... each time we win many fans attack any dissenting voices and make unrealistic claims about the players, the manager and the potential for unprecedented success... every time we lose the boo - birds run rampant, calling for heads to roll and predicting the worst... regardless of what side you fall on, it's not your fault, both sides are simply overcompensating for the horrible state of affairs that have been percolating for several years... it's hard to take the long view when those in charge have lied incessantly and refuse to take any responsibilities for their own actions... in the end, we are trapped by the same catch - 22 that ManU faced upon Fergie's exit... less fearful of maintaining the status quo than facing the unknown, which was validated, wrongly or rightly, by witnessing the difficulties they have faced during this transitory period... to be honest, the thing that scares me most is that this team has never prepared whatsoever for this eventuality, which considering our frugal nature and the way we have shunned many of our most revered former players is more than a little disconcerting
Up front we have a few world - class players surrounded by some serious pretenders... Sanchez is by far the most accomplished player in our attack but the controversy surrounding his contractual mishandling could see him go before the window closes or most definitely by season's end... obviously a mistake by both parties involved, as Sanchez's exploits have never been more on display than in North London, but the club's irresponsible wage structure and lack of real intent have been the real undoing in this mess... Lacazette, who I think has some world - class skills as a front man, will only be as good as the players and system around him, which is troubling due to our current roster and Wenger's love of sideways passing... Walcott should have been sold years ago, enough said, and Welbeck should never have been brought in from the get - go... both of these players have suffered numerous injuries over their respective careers and neither are good enough to overcome such difficulties: not to mention, they both are below average first - touch players, which should be the baseline test for any player coming to a Wenger - led Arsenal team... Perez should have been played wide left or never purchased at all; what a huge waste of time and money, which is ridiculous considering our penny pinching ways and the fact that fans had been clamoring for a real striker for years... finally Giroud, the fact that he stills wears the jersey is a direct indictment of this club's failure to get things right... this isn't necessarily an attack on Giroud because I think he has some highly valued skills, but not for a team that has struggled to take their sideways soccer to the next level, as his presence slows their game even more, combined with our average, at best, finishing skills... far too often those in charge have either settled or chosen half - measures and ultimately it is us that suffer because no matter what happens Wenger, Gazidis and Kroenke will always make more money whereas we will always be the ones paying for their mistakes... so every time someone suggests we should just shut - up and support the team just think of all the sacrifices you've made along the way and simply reply... f *** off
Having notched up 40 games for Rotherham last season, his face didn't fit with Steve Evans and his transition to the South of England has been effortless so far — at 6 foot 4, he had little difficulty dominating the experienced but diminutive Warren Feeney and his partnership with the left sided centre back Jake Wright had seen United avoid conceding for more than 350 minutes before Robbie Williams» curled free kick put an end to that on Saturday, provoking a late rally.
While Take Off — The Flight Simulator has no end game, no real sense of progression or an increase in difficulty, it's lack of a conclusion did not take away from the design philosophy the developers hoped to fulfill.
The single - player game's extreme difficulty will throw off many people, and the less than satisfactory ending will leave a bad taste in your mouth.
The game features plenty of fast action that forces the players to be well prepared but its difficulty conditions, more based on restricting the player, end up harming the game, which too many times feels very constricting.
The two games» difficulties might be similar, but The End is Nigh definitely sets its foot firmly in the annals of great platformers.
It was a well - balanced difficulty, with the game having a nearly perfect learning curve and ending in challenges that were difficult, but not unfair.
Overall the game is easy, but there is one heck of a difficulty curve near the end of the game that caused me to see the continue screen often - it wasn't so hard once I got the hang of it, but it sure was a slap in the face at first.
In its medium difficulty setting — the only other choice is «easy» — the game is generally a breeze: charge at the enemy, hit them until they die, move on and repeat with the next group until the level ends.
What I will say though is while Cave Story + is a rather cool game you can blitz through in a couple of hours (depending on what kind of a difficulty you choose,) be prepared to play through it more than once as there are many different endings to experience, but the levels are wonderfully designed so re-experiencing them more than once won't be an issue.
The add - on pack also includes «Ultra-Nightmare», a new high difficulty mode, as well as an «Extended Play» option that allows you to play past the original ending of the game — giving you the opportunity to finish collecting items and achievements.
As with past action games from Hideki Kamiya, you'll familiarize yourself with combos during loading screens and in the end the overall difficulty curve proves smoother and more satisfying in Bayonetta 2 than it did in the original game.
The storyline can be a little underwhelming and some can argue that once you reach the end game there's not too much to do besides run the same few mission types over and over on higher difficulties.
The game trumpets its brevity and low difficulty as key features, a sort of relief from the usual overly - long game that ends up thrown in a pile of unfinished purchases.
A lot of this trend had to do with the varying degree of difficulty to get into online experiences as many games are plagued with avid fans who become so highly skilled in that particular game that casual fans can often times get the short end of the stick.
Items and abilities may come in handy when you're trying to survive a particularly grueling song on the highest difficulty, allowing you to make it to the end and get a higher score, but most of the time their presence makes no tangible difference in how you actually play the game.
Even so, the main game will only take most players a few hours to see through to its conclusion and utterly fantastic end credits sequence, with replaying on higher difficulties and leveling up the character's stats seemingly being the main reasons to return — though the superb soundtrack, cool visuals and gratifying core gameplay make doing so a fun, if slightly limited experience.
Your choices in recruiting these adventurers will change the difficulty of the game, and may even affect the ending!
Beat the game once on any difficulty and with any ending to unlock the Master difficulty, which makes the game harder than normal.
Players and reviews commonly cite the Warden as an unfair difficulty spike on higher difficulty, particularly the triple - Warden fight towards the end of the game.
The single player difficulty spike towards the end of the campaign signals not enough time was spent tweaking the game, and the story is contrived, over-acted, and filled with boring «cutscenes» if the term may be used loosely.
The difficulty for Devastations fights can vary, no matter what difficulty you set the game to, fights early on in the story can be a lot harder than fights that take place later in the game and even towards the end.
This is more apparent when talking about the difficulty of the game too, as it's not just a straight up arcade game where you can rely on riding guard rails to get round corners, as FlatOut 4 does incorporate some realistic physics, this combined with the extremely aggressive AI will lead to a lot of restarts as quite often you'll be rounding a corner with the chequered flag in sight, only to be spun out by one of the AI, or hitting an imperfection in the road sending your car into a snake only for the back end to come around on you.
If you expect to reach the end on anything more than the game's easy difficulty, you'll need to be willing to part with plenty of blood, sweat and tears, and if you haven't got the dexterity or lightning reactions required to master this true bullet - hell shooter, then you'll probably need a new controller by the time you're finished too.
Even the first level on the tougher difficulty setting feels near impossible, but whilst I would usually relish the intense challenge, it's not thanks to the level design, or the enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
Most objectives are clear cut and straight forward, there is a very minimal penalty for death (except right at the end of the game, which spikes the difficulty out of nowhere), and the only real point is to finish the game's story with unlockables dangling over your head like a carrot.
The Warmind DLC has introduced a problem when it comes to levelling, however, with many new end - game activities - from Heroic Strikes to the Spire of Stars Raid and Escalation Protocol - coming close to the level cap difficulty of 380, meaning those who have just breached the 340 soft cap will find it difficult.
The planet both Master Chief and Cortana are seen heading towards at the end of Halo 3 when completed on the Legendary difficulty, and at the end of the Halo 4 E3 2011 trailer, is a «very mysterious» Forerunner planet on which we will see a «different aspect» of the alien architecture than we've seen in previous games.
However, it should be noted that the multiplayer population feels quite low unless you're playing end - game missions on Hard difficulty, with many matchmaking sessions ending up with no players found.
Unlike the majority of VR games or «experiences» that tease great immersion and gameplay, but leave you wanting more after it ends in only a couple hours, Arizona Sunshine offers a full story campaign with full co-op, Horde mode with up to 4 - players and a few different story mode difficulties.
Of course when you have finished the game on the easiest setting there's six more difficulty levels to tackle, and only gaining a S rank on all levels will unlock the true ending to the game.
Whereas Kirby's Epic Yarn ended up being a game where difficulty wasn't the central force, Donkey Kong Country Returns will have you screaming in fury at your own shortcomings regarding your platforming ability.
If you have more time then the other difficulties are there, but I think you will die on purpose to end the game rather than be killed because of the difficulty.
The player can easily modify these settings at any point in the game in the menu, so in the end, these modes are really just a glorified way of presenting you with the varying difficulty options and implementation of character choice.
Some tweaking of the A.I. difficulty and the addition of a proper online mutliplayer mode could easily make this game more approachable, but for now I highly recommend you try the demo before jumping in — or you might just end up throwing you Vita at the wall.
Your choices in recruiting these adventurers will change the difficulty of the game, and may even affect the ending!
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wGame Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame to make — Aonuma is still finding new things in the world
I guess cuz it was one of the last games i played and ended up playing it 3 2 times on different difficulty.
The most exciting game mode however is Dungeon mode, you'll unlock this after completing story mode with all four playable characters, the dungeon encompasses 100 floors each with increasing difficulty and getting to the end has a big reward which I won't spoil for those of you wishing to attempt it.
There are also some pretty cool easter eggs within the game, And last but not least there are different types of endings which adds to the replay - ability of the game most run «n guns just have the same endings but with a harder mode with more enemies but this game has all of that covered with the four different difficulties which dose vary the amount of damage per enemy and the amount there are within the levels.
Each character can use any vehicle, and each of them will have three different endings to their storylines depending on action taken in the game and the difficulty setting.
There's a good deal of replayablity here, too, with multiple endings and difficulty settings, along with a final set of stages that will challenge even the most hardened action game veterans.
You can't replay the whole game again at a higher difficulty level for a better ending or other extras, which is a bit of a shame.
There's even a boss fight in this mode near the tail end of the game that really tested my patience, and in fact, on normal, there are several sharp spikes in difficulty throughout the game that might put off younger players.
The game plays as you would expect it, like a retro top down racing game, each vehicle handles differently for instance the sports car will throw it's rear end out and drift at any possible chance whereas the motorbike accelerates faster than anything else and can whip around corners with ease, this all adds to the difficulty increment when working your way through the championship cups, I found the Sports Car to be the most difficult to manage and the Formula wasn't too easy either!
In this 1987 interview Yuji Horii, creator of the Dragon Quest series, talks about the challenge of balancing the game difficulty, Famicom memory limitations, and an intriguing alternative ending that foreshadows the more cinematic direction modern RPGs would follow.
It has been suggested that Harley Quinn's revenge will throw you into the game at a difficulty level similar to that at the end of the main Arkham city game.
By the end of the first of the game's five cases (not counting the one you start with since that's labeled as a prologue), I had already run into an hour - long timer wait, had two prize lockers I was never going to open since I wasn't spending real money on them and was stuck having to replay two more levels at the hardest difficulty just to move on to the next case.
Each game has an options menu for setting difficulty, scores for play extends, number of lives, and so forth, and in the front - end menu there's a brief description of each game (in Japanese, of course).
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