But they are stacked with
enough creative players to hold down the fort you would imagine.
With too many defenders and not
enough creative players it was never going to be a 3 - 0 win.
Not exact matches
Good
enough as a squad
player, but Arsenal definitely need more
creative and more skillful attacking midfielder in the next season.
Chelsea would do the same thing (as much as i hate Mourinho) he would not allow his team to become a circus just providing eye catching entertainment and made sure he would always sure up his midfield with
players that would have just
enough skill to get them out of trouble as quick as they got into it but whose game was more about physical endeavour and forward momentum and used the likes of Ramirez and Willian to great effect whilst allowing only one
player, Hazard to have
creative freedom and even then he warned him of just how much he should do and when he should do it... keeping him in check.
Wilshere is not
creative enough to replace Ozil, Arsenal should get more
creative and more skillful
players like Lemar, Arnaiz, Rafinha, Jean Seri, Draxler, Adama Traore, Sergi Roberto, Thiago Alcantara, Moura, etc..
We need to change some
players, even if they are good
players to make our game more dinamic, more complete.If Walcott will leave, definetly Sterling is the right choose to play with Sanchez.If Bayern will want Ozil, I think we should let him go.I think mutch people will be not agree with this, Ozil is a great
player BUT is not a complete
player, doesn't have
enough speed and is seems sometimes like he is not involved in the game.I think a switch with Gotze can be benefic for our team, he run alot, is
creative and make the defensive as well.We need a Striker to, but a good one, someone like Benzema or Cavani, someome who can get at least 20 goals per season.A new DM is what we need for balance the game, I think Vidal is the best in the world in this moment (is just my opinion), he working hard in defence and can win a game with a long shot.This is the way I see footbal.
Those options have too often been quite similar though, and usually the balance has been a bit too tilted toward the attacking and
creative side of the things, with not
enough players or
enough quality on the less glamorous aspects of the game.
We have Özil, Cazorla, Ramsey, Wilshere and Alexis that are very
creative players, but we don't seem to be getting
enough clear - cut chances.
Midfield — numbers wise I think we have
enough plenty of attacking quality probably lack one more DM / deep
creative player.
he score goals he is supposed to on miss other simple one i will give you this his work rate had improve but when we play team that play all eleven men behind the ball his he
creative enough are just a opportunist
player.
when smaller team start playing for there life our winger
players not
creative enough.
The fact that the Arsenal and France international centre forward Alexandre Lacazette has recovered from his knee problem and is fit
enough to start the Europa League game against CSKA Moscow tonight is fantastic news, but it will only help us to beat the Russian club if the
creative players in the Arsenal team give the striker plenty of ammunition.
We need to change some
players, even if they are good
players to make our game more dinamic, more complete.If Walcott will leave, definetly Sterling is the right choose to play with Sanchez.If Bayern will want Ozil, I think we should let him go.I think mutch people will be not agree with this, Ozil is a great
player BUT is not a complete
player, doesn't have
enough speed and is seems sometimes like he is not involved in the game.I think a switch with Gotze can be benefic for our team, he run alot, is
creative and make the defensive as well (remember how he take the ball from Ribery at Dortmund).
3 at the back may not be the answer, Some
players just aren't good
enough (Walcott) We seriously miss a
creative midfielder, Elneny and Iwobi were awful in the 1st half and offered nothing (welcome back Jack, get well soon Santi)
Carroll or whoever plays lone striker is isolated, there is no width or penetration in attacking positions, there is little
creative influence with Lanzini wasted stranded out on the wing, midfield
players do not do
enough to support the defence and passing decisions and execution are poor.
If Andre Villas - Boas is to save his job, he will have to make his side quicken the tempo, be more
creative, and in general, try to attack sides that come to White Hart Lane, rather than filling midfield with three
players that don't create anywhere near
enough chances to supply the Spurs forward
players with.
Harry once said this season, I think it was against Inter Milan, that he'd never been so confident in his opponent not having
enough nous about them to withstand his side's ferocious offensive line containing
player of the moment Gareth Bale, the nippy and quick Aaron Lennon and
creative maestro Luka Modric.
Cant see Man City doing much more than 5th this season, they have all defensive
players and not
enough creative footballers.
The new dev diary called «Guns, Demons, Speed» includes
enough gameplay material, with executive producer Marty Stratton and
creative director Hugo Martin commenting on the single -
player experience of the game.
Were Halo Wars 2 simply coming to console, these omissions may have gone overlooked, but with
Creative Assembly bringing the title to Windows 10 we have the uncomfortable feeling that it won't be substantial
enough for many PC
players to sink their teeth into and far too simple to hold attention of some erratic console gamers.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let
players be more
creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good
enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each
player is with minuteness - this will determine if a
player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a
player - versus -
player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that
players will experience the more interesting aspects
If you manage to convey the same
creative vision / philosophy through each game, even if the games are different, as long as you don't abuse the
players (in term of monetization or repetitive gameplay for example), people will keep following you, and hopefully one day you will earn
enough money to live doing it.
The enemies were
creative, the story was interesting, and the game play was just accessible
enough to get its hooks into young gamers yet intricate
enough to keep hardcore
players thoroughly amused.
Again it falls on
Creative Assembly in partnership with 343 Industries and the result is a user - friendly RTS that will satisfy seasoned
players and feel intuitive
enough to new
players that jumping into the action will be simple
enough to grasp and feel rewarded for their efforts.