Sentences with phrase «game area instead»

So with the welfare of the gaming world weighing heavily on our minds, we chose a badass weapon and in - game area instead.

Not exact matches

Instead Dyche should focus on why his team shut down in the last second, hoping they already had a point in the game and allowed a corner kick, and left two players unmarked in ur 6 box area.
He only had one SOG in this game and there were at least * two occasions where he passed up on shots from high danger areas and instead opted to pass.
Unfortunately as is often the Arsenal way we managed to conspire to make the game difficult for ourselves, with a few minutes of the first half remaining Ox found himself with the ball on the edge of Everton's area, Hector available to his right and players closing, if he had managed to get a shot off first time then we would not have been chasing back towards our own goal five seconds later, instead Ox chose to shoot after a couple of touches in to a mass of Everton bodies when there were better options on, the ball broke to Delofeu who managed remarkably to stay on his feet for twenty or so yards before releasing Barkley, Koscielny had been dragged wide by Lukaku and Ox and Hector were in hot pursuit, they both probably had a chance to take the booking but allowed Barkley to continue, he took a speculative shot which would not have troubled Cech until it took a big deflection off of Gabriel and drifted into the gaping net.
Once you've accessed an event, instead of the very low key live scores screen along with the odds in the main content area, you now get much more detailed game stats and live odds.
«When those detention areas are n`t blue, that is, filled with rain, they will be green, filled instead with baseball and soccer games, picnics, and families.
Instead of school and preschool we read stories, we paint, we play games, we explore our local area, we cook and bake together, we talk about everything and anything - and the girls play endless dressing up games that I don't even pretend to understand.
I also like the fact that the adventure takes place not in Mushroom Kingdom, I haven't seen enough to say there are brand - new areas instead / apart from the usual desert, grasslands, etc. but I really hope there are, because seeing the same types of areas in every mario game starts getting old.
Instead they fell back on the usual tropes, and if we're being reductive the game boils down to a chain of missions that are loosely disguised time trials, areas that are artificially locked, a bunch of collectibles and the obligatory multiplayer mode bolted on.
All throughout the game you'll notice vestiges of the Wii title still lingering in the game design: areas are now divided up into distinct «levels,» which are laid out on a world map reminiscent of Super Mario World; Mario no longer gains experience points by defeating enemies, having instead to find the appropriate items to augment his abilities; and party members have been excised completely from the title, leaving the plumber to tackle the world's problems by himself (well, to an extent).
Like many new games entering this particular subgenre (God Eater, Soul Sacrifice, and Freedom Wars to name a few) it focused too much on emulating Monster Hunter instead of improving in areas where Capcom's trailblazer had continued to fall short.
But instead, he leaves the game area to find Castle... because he can, I suppose.
Whenever you enter a new area (and the load times in OTR remain crappy), the game creates a checkpoint you revert to upon losing, normally replacing a few minutes of progress instead of a few hours.
Instead try and dog - proof a room or area of your house and be sure to leave toys or games for your dog to keep them occupied when you're gone.
Original Purpose: To assist hunters by chasing, catching and killing game through their great speed; chase by keeping prey in sight; not designed to work under command; released in packs to run across open areas; quick kills instead of prolonged hunts.
No matter where you are there's never the sense that you're part of a bigger city, instead you're hemmed in at every turn, the only relief coming when you arrive at one of the game's flat, open areas which almost always signify that you're about to put the boxing gloves on and beat the snot out of some baddies.
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
Sadly these large open areas are far too rare for their own good, instead the game is dominated by corridors with some sections opening up just enough to allow some simple web - slinging, but here the controls fall apart and it simply feels clunky and annoying, all sense of grace and agility quickly stripped away.
But thats not what Just Cause 2 is about, it's a game where missions are not as important as coming up with the next insane stunt, people with wild imaginations will be able to do alot with Just Cause 2 it's just a shame the game is let down in other area's and that stops it from becoming a truly fantastic game and instead puts into the «good» catagory, but if you simply want a fun sanbox game then Just Cause 2 stands above the rest.
You at least have a bigger area to go through in this game instead of just the same house with you running around the same handful of rooms the entire time, which was the case in the first game.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
Instead of having simple platforms everywhere you can just jump to and move onto the next room from there, many of the game's environments have tricky platforming areas surrounded by deadly spikes, flames, pits, and more that require some resourcefulness to platform around and get past.
There is no traditional reload button, either, as the game will instead refill your ink tank as you swim through your team's ink covered areas using the left trigger.
The heavily advertised Free - Time ended up being a huge disappointment as you expect an epic exploration experience, but are instead greeted with 10 seconds of poking around an area the size of Princess Peach's security detail, before speaking to a minor character that no - one really likes and being transported into the next game.
Instead of dealing with enemies being the primary obstacle to game progression, the finding of the correct items to progress to the next area became the primary obstacle.
Instead, you'll retread across many of the same areas across the game's collection of over a hundred missions, which can induce a bit of tedium.
Instead of focusing on formation and army variation, it often feels as if the game is happy to let you select all of your units and order them into an area, letting you sit back to witness the spectacle of battle without worrying about the nitty gritty — Halo Wars 2 sure is a pretty - looking game, after all.
Although no physical game was playable a short film was instead shown to the viewers, it included both a cinematic trailer and snippets of gameplay from various areas of New Bordeaux.
[5] The world of Final Fantasy XIII is rendered to scale relative to the characters in it; instead of a caricature of the character roaming around miniature terrain, as found in the earlier Final Fantasy games, every area is represented proportionally.
Instead of two areas with a three tier nemesis system and one war - chief at the top, you get four fortresses each with one warlord, up to five war - chiefs alongside three tiers from the original game.
Instead, he will be catapulting off of New York City walls and free falling to reach the game's swingable areas.
Don't expect traditional dungeons with keys and locked doors or hidden Heart Containers either, instead tasking you with visiting key areas and completing dozens of Shrines - which you get a taste of early in the game - for new Spirit Orbs to trade for permanent upgrades and other abilities.
I don't mind if people run and gun like that, but I'd like the option to walk while hip - firing because it allows suppressive fire tactically instead of running back and forth and left and right to keep a small area suppressed because the game doesn't allow me to hip - fire while walking.
In the end, I liked Lobotomy, but it's a heavily flawed game in some areas and doesn't manage to convert some of its thematic ideas into original gameplay mechanics, instead coming off as a Zombicide style game that maybe struggles to completely cement its own personality.
So much so that it occasionally gets attacked by gameplay - exalting, manifesto - writing designers who want to throw it out as inherently alien to video games, instead of realizing that it's simply an underdeveloped area of game design.
The main change here is that the game board is divided into two lanes, meaning you'll have to attack and defend on two fronts instead of just going all out in one area.
If the first thing you do immediately upon starting Act 2 of the game is get Epona, despite the game telling you you need to go get the Hookshot instead, and then you continue to ignore the game's instructions and ride Epona over to Gerudo Fortress, you can play the area the way it was clearly designed to be played.
Final call, and as tempted as I am to claim the NES Classic Mini as a qualifying compilation package, rather than a piece of hardware, or Rez Infinite's hypnotic Area X as a game in and of itself, I'll instead celebrate the terrific puzzler Picross 3D: Round 2, which has taken up residence in my 3DS recently and immediately put both Pokémon Sun and Fire Emblem Fates in the shade.
It also felt as if you were being pushed to the next «level» instead of reaching a new area like the last games felt.
Instead, the new DLC released last week adds new missions that use (mostly) existing areas of the game and barely provides anything fresh other than the new 6 - man raid.
The soundtrack for the game isn't something to go too crazy about, but it does give you the option to choose what song you want playing in the background, so, instead of suffering through a certain area's theme song you can choose whatever you like, which is awesome.
Instead, the game took place in an unnamed city, with three areas: commercial, residential and industrial.
Every imposition has a consequence, however subtle it may be: befriended residents will stay in town, while neglected or annoyed one will take off for greener pastures; shake a tree in hopes that «bells» (the in - game currency) or an item will fall out, at the risk that a bee's nest will drop and you'll be stung instead; run over the same area of grass long enough and it will wear away into a dirt path; plant a red rose and a white rose together, and find a pink rose growing one day from their cross-pollination.
A return to previously explored areas became more than purely having to grind for gubbins, instead this really enjoyable, fast, strategic action game, with the sort of tickles that I'm sure give the DmC crowd their finest fondles.
For fans that haven't had a chance to play Infinity Moment, this is actually a great deal, but for those who keep up with the game series, this is sort of just one of those situations where we feel like more time should have been spent expanding the «Hollow Area» storyline, instead of trying to fluff up the game with older content (even though there are a few updates to the older story involving newer characters)
I also like the fact that the adventure takes place not in Mushroom Kingdom, I haven't seen enough to say there are brand - new areas instead / apart from the usual desert, grasslands, etc. but I really hope there are, because seeing the same types of areas in every mario game starts getting old.
Seemingly Techland didn't understand what parts were great about the first game, and instead sent players back into more linear areas.
I think instead of having small areas with a few stars in them, the game will consist of one giant area with hundreds of stars to collect.
The soundtrack is an obvious homage to the original Xenoblade, too; gone are the contemporary beats of Hiroyuki Sawano that rocked Xenoblade Chronicles X, and instead there are some obvious homages to the original game, with orchestral tracks accompanying your running across the wide open fields, more somber tunes in the claustrophobic areas, and a rocking electric guitar kicking in when battles begin.
While traveling the massive areas of LEGO Worlds you're going to need some wheels, or wings, or propellers, or floatation devices... Vehicles are the easiest thing to collect in the game because they don't require you to do a quest to unlock them, instead when you come across a vehicle it is ready to be discovered and added to your collection.
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