Sentences with phrase «for freedom of exploration»

With Wild Hunt, CD Projekt Red, opens the floodgates and allows for freedom of exploration, all the while maintaining it's trademark consequences.
These can be counterproductive for babies as it gives them a false sense of balance, promotes bad posture and foot positioning, and doesn't allow for freedom of exploration.

Not exact matches

The freedom for intellectual and spiritual exploration — and the makeup of seminary communities — might well be limited if the seminaries were more closely controlled by the churches.
The corollary of this over-all approach is freedom for questions, for discussion, and for the exploration by both leader and hearers of the particular matters that are under discussion.
But within the context of such a forthright commitment, the school would be open to students of all religions or none, to interfaith relationships and to freedom for academic exploration and inquiry.
Freedom from Torture and Spiritan Asylum Services Initiative Ltd (SPIRASI) were awarded a two - year grant in April 2015 towards «Rehabilitation services and exploration of best practice in treatment for adult torture survivors and their families in the UK and Ireland.»
Excluding the fighting, the absence of a map and a quest log and the double - edged sword of freedom of exploration, Quest for Infamy has everything it takes to make an adventurer happy.
According to Tanimura, «Freedom of exploration is something we want to prioritise for Dark Souls 2, even more so than Dark Souls 1.
«Freedom of exploration is something we want to prioritise for Dark Souls 2, even more so than Dark Souls 1.
Within the SOW students explore the rights of the individual to freedom of speech in order to lay the foundation for a deeper exploration of the duties of the media.
Facing less pressure around standardized testing, OST settings can offer greater freedom for independent exploration without fear of earning a «bad grade.»
From a handful of assignments to hundreds of adventures spanning the globe, I've turned a passion for exploration into a creative life inspired by a commitment to freedom.
-- A new full 100 - hour Japanese Tactical RPG for Android — Enhanced battle system including special chain skills, break and overkill — High level of freedom: explore the world to progress through the story in any order you wish — Use various actions to modify the battle field during exploration phases — Create over 200 different items and skills — Capture monsters and have them fight in your party — High resolution graphic assets — Support for touch & keyboard with key mapping — Xperia Play optimized
In these last three months, as the team has experienced firsthand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game.
Bethesda's games have a history of game - breaking problems and Skyrim was really no exception, but for me none of those could overcome the sheer sensation of joy, freedom and exploration that Skyrim elicitted.
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
In these last three months, as the team has experienced first - hand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game.
There isn't a huge amount of freedom in Darksiders II's world, but a new loot and economy system provide incentive for exploration.
I really hope they use ALBW (it cut a lot of the hand holding and openeded up the world for exploration - freedom to go anywhere from the onset, temples out of order etc.) as a frame work, and even hearken back to the original NES game - i.e. let me get lost in the fifth temple and destroyed by late game enemies after ten minutes of play.
«For the sequel, we took a more open approach to encourage greater freedom of exploration and to allow players to pick and choose how they want to play.
I'm so glad Nintendo decided to take a risk and truly shake up the Zelda formula for what simultaneously feels like a return to the freedom and exploration of the first game in the series — not entirely coincidentally — and something very new, and I bet they're pretty happy with the decision, too.
Typical Mario games are known for platforming, but Odyssey is more about the freedom of exploration.
From that point onwards, Nintendo — like a joyous kid with a brand new toy — has a blast merging the unmovable staples of the Zelda franchise, such as dungeons, with the thrilling freedom of open - world gameplay, which — in its state here — is brilliantly dressed up with survival elements that make the exploration of Hyrule a constant search for the vital assets that allow a hero, who was originally almost naked and totally inept, to become a real threat to an unspeakable evil.
To ensure attendees are able to truly experience the freedom of exploration the game offers, The Legend of Zelda for Wii U will be Nintendo's focus of the show this year, and will be the only playable game in Nintendo's booth via extended demos.
Dungeon Hunter 4 seeks to rectify things by giving players the sense of exploration and freedom any good Action RPG should have, but there is a cost for such freedom and it's one KRPG fans should already be familiar with.
I love the unfettered freedom of Skyrim's exploration, but if I play for too long I actually find myself antsy and in need of a little more structure.
«Freedom of exploration is something we want to prioritise for Dark Souls II, even more so than Dark Souls 1,» game director Yui Tanimura said.
Players are granted total freedom of exploration, endless opportunities for new journeys, and different pathways in its humungous, dynamic world.
Aonuma explained that the team has «experienced first - hand the freedom of exploration that hasn't existed in any Zelda game to date» and has «discovered several new possibilities» for the game.
Of course, Dragon Quest Heroes II still sends you into mission specific levels, but the freedom of exploration makes for a better quest and gathering systeOf course, Dragon Quest Heroes II still sends you into mission specific levels, but the freedom of exploration makes for a better quest and gathering systeof exploration makes for a better quest and gathering system.
This groundbreaking exhibition follows the artist's exploration of interlined topics, including a halting suite of works about 9/11; contemporary «history paintings» on life in America since the events of 9/11; homages to his friends, the women quilt makers of Gee's Bend, Ala.; memories of vanishing ways of life and his childhood in the the South; and evocations of human struggles for freedom.
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