Sentences with phrase «feelings than a boss»

Not exact matches

In short, you as the boss might just want to be helpful and supportive by offering up these best practices, but nearly half the time your employees feel they know how to do their jobs better than you and feel held back by your dictates.
5) Finally, if the decision were being made by a team, or members of a hierarchy, rather than by an individual, would members feel empowered to speak their mind if they felt the team, or their boss, was making a bad decision?
With Alexis Sanchez due back in action either this weekend against Stoke City or the next game after and with our England international forward Danny Welbeck finally back in training after his long injury lay - off, the boss feels that the Gunners have plenty of options up front, and as reported by The Mirror he feels that he will not find any better options than what he has in the January transfer window.
But I feel much more confident and in control than when I'm just bossing her around and she's defiant, which helps me respond to any meltdowns with empathy.
Mastering the synchronised nap will make you feel like a boss — I don't think I have ever felt more like supermum than on those rare occasions that I have managed to get both my kids to nap — at the same time.
Maybe when her feelings are no longer so raw she will be more willing to do more than bash her boss, fellow teachers and the parents of the students she prefesses to care so much about.
BOSS TOLD ME THAT many people assume mothers who pump exclusively are doing so out of convenience, rather than necessity or utter desperation: «Moms frequently feel attacked and criticized by friends, family, Internet strangers, etc..
You'll get far better work — and more of it — from a happy postdoc than from one who feels stuck in a lousy job with no future and an abusive boss.
Plus, there's nothing that makes you feel more like a BOSS than pulling a heavy load off the floor.
You've gotten more offers than you have in a long time, and it's starting to feel like some people, including your bosses, are beginning to appreciate the work you do — which is to say that the people you work with are starting to appreciate your particular strengths, like being an expert salesperson or healer, and a loyal confidante.
Can we agree that you'll probably feel more like a boss babe, ready to crush your workout if you show up in something like this than your boyfriend's old t - shirt and baggy basketball shorts?
Though I was letdown by the bosses in Dark Souls 2 which are mostly all re-skins of bosses from previous games with slightly different moves.So most the bosses felt kind of uninspired except for a few.A little more than half way through the game I was getting a little bored.
The combat sequences feel like afterthoughts and the story is ultimately a bore, boasting no memorable bosses or a reason to be told other than to bring the two Spideys together... sorta.
Though at times it can feel even more punishing than the main game, the thoughtful level design, fun boss battles, and a more horror - inspired tone make The Ringed City a worthy add - on and will give any Dark Souls 3 fan a reason to jump back into the madness.
I was hooked with Demons» Souls, and I enjoyed Dark Souls — but I've yet to progress much further than the first boss in Dark Souls 2, after realizing that I was playing it out of some feeling of necessity rather than because I actually wanted to play it.
I might swing through it again on a harder difficulty level, as the default difficulty isn't too harsh, it's definitely a lot more forgiving than Alan Wake, but still manages to feel «fair» up until that final boss fight.
For every great hero, there needs to be a strong villain behind him, and Javier Bardem is more than up to the task as Silva, a former agent of M's, who feels very vindictive towards his former boss.
Tropical Freeze can get challenging and feel unfair when you're sent back to the beginning of a long, multistage boss battle, just because of a less - than - forgiving checkpoint system.
Every other character — Li - zhen's philandering boss, Chow's happy - go - lucky friend, the nosy landlady («Young wives shouldn't stay out so late — people will start to wonder»)-- is a satellite, and the husband and wife go almost unseen, their offscreen voices used as rhythmic punctuations in a movie that feels less like a narrative than a beautifully drawn - out musical improvisation — Wong Kar - wai's «Blue in Green.»
Bleed 2's plethora of bosses are fortunately much better than the levels and I honestly feel like Bleed 2 probably should have just been a boss rush game.
Still resenting Toshio for leading the life he felt he belonged to him, Yasaka slowly proves himself a better father and a more attentive husband than his old friend and new boss, until a sudden and shocking act of violence turns the narrative on its head.
The research, which included testimony from more than 60 academy trust bosses, found that «some chief executives felt disengaged from the commissioning process, while others considered themselves to be in the loop».
Although it shares much of its chassis and mechanicals with the Chevrolet Silverado, GMC stamps its own upscale brand on the Sierra, giving it the feel of a work truck for the boss rather than the crew.
I talked with them, but ultimately I refused, because I felt the boss was probably less competent than my current boss.
In the first one they didn't felt much as boss battle events more than just it being tough enemies to fight.
It made each boss battle feel like an accomplishment, something I managed through player skill rather than easy upgrades.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
Some bosses feel much more of a grind, with more predictable attack patterns and success becomes more due to luck than skill.
The bosses have now also been separated as stages of their own (rather than at the end of Act 3), which you may either like or dislike depending on your personal preference — I'm undecided, as it makes them easier to access, but it feels a little less like a traditional Sonic title, and offers a little less pressure for failure.
While some players may feel that the game should have created new bosses, rather than re-making old ones, I personally enjoyed the nostalgia, with the variations enough to mix it up and keep it fresh.
Nothing feels better than finally beating that boss you've been stuck on for an hour, largely thanks to the tight and meticulously thought - out gameplay.
Some of these boss battles were quite fun to play but the odd one or two felt more like a chore than a proper boss fight.
Kow Otani's compositions accompany each moment and boss encounter perfectly, making the entire journey feel even more heroic than it already does.
These boss battles will feel familiar to those who've played the thousands of party games that have spanned the series: they're quick, and place the players in an arena where the focus is much more on beating each other than it is on sinking the boss.
That was a real relief as it took me a couple of tries to beat the last boss... And I feel like it was more luck than skill based...
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
Despite these problems, Dark of the Moon's shooting still feels satisfying making for a fairly enjoyable singleplayer experience, though it lacked any real «wow» moments other than the last boss battle which proved to be challenging and fun.
Nothing is more satisfying than finally beating a boss after fifty tries and RUINER capitalizes on this feeling of accomplishment expertly.
Rolling the boss fights into this setup, makes them feel more worthwhile rather than the incongruous approach in the Western version of the last game.
The boss fights are also well designed and so too are the mini boss fights which at times felt equally (if not more) harder than the actual boss fights.
The rest of the soundtrack is excellent, with this cool 70's cop drama disco vibe, though I felt like final boss music was a beat weaker than previous games.
When it comes to the later bosses, though, it's so stat - heavy and grind - necessitating the game feels more like Dragon Quest than tactical espionage.
They liked the sound overall, where as I felt that having Boss Music (capitalized because it is for Bosses) would have sent the whole feel home, and that the games lack of boss music made fighting bosses feel eh and less significant than perhaps they shouBosses) would have sent the whole feel home, and that the games lack of boss music made fighting bosses feel eh and less significant than perhaps they shoubosses feel eh and less significant than perhaps they should be.
While this is a nice addition to the game that can be very useful at boss fights, it feels more like a gimmick than anything else in PvE.
In a lot of ways it felt like it was a quick attempt to capitalize off of the success and nostalgia brought about from 2008's Mega Man 9, but other than a new story and new bosses (seeing the Rockman Killers brought back was really awesome!)
Nothing feels more satisfying than leveling up a few levels and beating the snot out of boss that scrubbed the floor with your face earlier in the day.
The second - to - last boss fight attempts to poke fun by parodying fighting games, but it is so poorly put together and handles so sloppily that it feels even worse than the repetitive sequences that normally plague Lococycle's game time.
It's a nice balance, but I do have to admit that the skill it takes to defeat some of the enemies, and bosses, will test your gaming prowess more often than not, but the sense of accomplishment that you will feel during your gameplay is quite rewarding indeed.
However, if you play your cards right, you just keep getting more and more powerful with the result that I'm guessing most people will start to feel overpowered before the game is over, at which point, you're just going through the motions trying to finish things off with no real challenge from anything other than maybe the occasional boss.
Nothing feels quite better than executing a boss using your whole squad's unique abilities, or taking out a swarm of enemies in one turn by performing a string of critical hits.
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