With Fire Emblem being one of my favorite franchises, being able to play a quick round of
the game during the slower times of my day.
Not exact matches
The reason why I spend so much
time during slow periods thinking about my finances is because once the busyness begins again, I'll have already come up with a
game plan to deploy capital in the most profitable way possible.
I tend to think of it as,
slow start again, missed chances, certain players going missing
during games, wrong subs wrong
time and the quality of the subs.
If you watch him
during games he regularly loses the ball,
slows down attacks or when he is on the ball he tends to run in circles, something that he did
time and
time again against Manchester United last weekend at Anfield.
The tablet often didn't respond to taps; it was
slow to load certain
games (like The Dark Knight); and it was glitchy and laggy at
times during use.
The
game crashed on me a few
times during play, and there were instances of the framerate
slowing down.
-
game begins on Xandar, with the Guardians trying to repel an assault from the
game's main villain, Kang the Conquerer - the
game is all about
time travel - bend
time during battles with bosses and to solve puzzles - sometimes you can
slow down the action to gain a strategic advantage - each character has their own ability and unique animations - abilities have also been expanded with functional emotes - Star - Lord has his trademark gravity grenades and can fly around and shoot baddies with his blasters - he can also use his Walkman to make all enemies and friends in the area dance, allowing him to walk past without a fight - includes fan - favorite characters like Spider - Gwen, who can stop to take a selfie in battle, which can be uploaded online
I will say this, though; I experienced far less framerate slowdown than I expected
during battle and the load
times are tolerable on a New 3DS system (I don't know if an OG 3DS would have significantly
slower loading
times, but looking at other
games it is fair to assume that it might).
- 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
As a result this
time around the cast feels crowded with filler characters, and fails to immediately introduce as many memorable teammates
during the
slow, tutorial - ish, first few chapters in the
game.
During these moves any
time you're aimed towards an enemy, and there are plenty to aim at, the
game automatically goes into
slow motion letting you get a better shot.
The upgrades are basically things such as more points when hitting the bumpers or
during multi-ball, but the powers allow you to
slow down the
game, multiplies any earned points, or rewinds
time for a second, but each power only lasts for a limited amount of
time and you can only use one per
game, so use them wisely.
Summer is traditionally a
slower time for new
game releases, but there are plenty of titles out there (both new and old) that are keeping the BG staff locked away in their air - conditioned lairs
during the hottest months of the year.
I haven't had much
time or headspace to play
during the run of The Killing, so my progress in each of these three
games has been
slow and incremental.
While I haven't been working on the
game all
during that
time, it has been dreadfully
slow going and I have very little to show for all the work I've poured in thus far.