Sentences with phrase «game movement because»

As I look at this list, I am delighted by the indie game movement because for the first time in many years, players can once again associate the efforts of a human being with their great game experience.

Not exact matches

They get injured mostly because they are getting kicked I for one I am off for a couple of games cause my ankle is red and blue When you get kicked and injured you are not a player and you get sold is that really fare??? injuries takes time to heal and if you are constrained from movement / broken bone the muscles go to sleep so when everything concerning the bone is back to full strength than you need to start on the muscle to gain the elasticity back but players being players they want action and or they are wanted now so they are rushed or rushing back but because you player is injured there for he is retarded is preposterous
Didn't watch the game and to be honest I don't fancy a line up with Giroud upfront, I feel bored usually... I don't like his turtle's movement, I don't like his hold up, I don't like his skill, I don't like his little flick, nor do I like his tongue gesture... Everyone is entitle to his opinion but I don't like those with comments polishing his hold up sh*t... and I'm an Arsenal fan with great passion... Wenger, you failed us big time in the summer not signing a good striker, hey don't say there's no one available because I don't like that too... At this current situation, play wallcot, Kos, sanchez or anyone (bar slow Mert) upfront and I would never complain...
i was very impressed with coquelin but we could all see the way newcastle was fowling him im worried it only a matter of time before his injured so we need suffcient cover arteta is ok but if something happens to coquelin (i pray it doesn't) where his out for a couple of games arteta can not play a bunch of games for 90 mins all the time so im hoping arsene is looking at a DM has we speak also on theo, to be fair to him he actually did ok great movement but it brings me to think that giroud and walcott can play together in a 442 formation because giroud can provided the hold up play for walcott to make runs and walcott can make the runs to allow space for giroud if walcott has gioroud finishing and giroud walcott pace we properly would be with man city at the top of the league
@kickassfan start a movement that will force him to buy players by telling fans to ignored home games leave the stadium empty for just 3 games because wenger wont be leaving anytime sooner.
I said experiment because I am not sure how their chemistry would work out on the pitch as we do not see them everyday in training... for example I am not sure if Neny can play the defensive role as effectively as Coq, but since Coq is not performing at the level we usually expect of him anyway, I would pun for Neny there for now... Based on what I have seen so far, I would say Neny defensive game would be based on covering and interceptions rather than going in strongly for tackles like Coq but the plus is he runs and covers more ground than Flamini, and his movement and ball distribution is definitely better than both Flamini and Coq.
Put Walcott on the left since he his movement is what Ozil thrives on and he likes showing up in big games and put Campbell on the right because we know how good he's been there lately.
This is a game we need Theo for his good movement going counter attack, because Bayern will be out to score and with Theo and Sanchez speed we can hit them on counter attack, sorry we lost him and Ox to injury.
I hope not because a more open game would suit us a lot more, especially with the pace and movement of Theo Walcott up front.
mate u have to wait because there is only one striker who mixes the strength aerial ability and holdup of giroud, movement speed and dedication of Theo also he has technicality of someone like Suarez and we will face him on Tuesday I hope we beat Bayern in both games and again at some point in current UCL (once if we get through our group) then he might consider joining us other than him no one is there WO can offer so much
While comparing line movement with public betting trends can be useful in determining which teams are being pounded by sharp money, betting a game simply because of line movement is an easy way to blow through your bankroll.
I'm circling this game because of the attractive betting line movement.
I can be frustrating at times because I write what I want and I wanted to highlight that 1) the game isn't just about pace and desire as Wenger says 2) that the media needs to stand up to these managers because it infantilizes us fans and robs us of seeing games more tactically and 3) because Arsenal are a deeply flawed team, managed by a guy who used to be knows for fluid passing and movement, but which has recently dried up to the point that Arsenal can't even pass the ball around the worst defensive team in the League (Stoke).
We put these two games together because of some funny line movement.
In West Brom, we could build on the first half, even when it was not our best football, because — as I said after the game — the timing and movement was not good enough to be better.
God life in the labour movement not all is dead then, well done young labour because the link with the labour party is at risk, the demi gods at the top of the Union are playing a dangerous game, so is the labour party.
The game looks absolutely gorgeous, but the controls and menus completely break it for me... Which is sad, because I'm sure I would like it if they just added a targeting system and smoother movement.
«The demands of songs and movement games support executive function because children have to move to a specific rhythm and synchronize words to actions and the music.
As I stated, I realize that the slow pace of Scarlett's movement was chosen because the game would take a lot less time to complete than it already does and it makes you consider your surroundings a lot more.
But it caused a lot of problems for us to put movement in because we were making a new game,» Wanat explained.
I've gone through Titanfall 2's campaign several times because the movement systems feel so damn good in that game, and the campaign's levels are built to get as much out of those systems as possible.
Eventually you'll need to throw rocks at obstacles which is difficult since you can never stop Ivy's movement, but the physics are sound — when a throw doesn't work properly it isn't because the game cheated you, but trying the same section over and over again can be frustrating nonetheless.
- 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
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
i don't know about you guys but i think gears is one of the best games in these gen yes its have some flaws but i don't see why some people bashing it just because its exclusive i mean they complain about the movement is fell heavy and slow but so do kz2 they complain about the grey and black graphics so do kz2 i know this article have nothing to do do with kz2 but am just mention some point to know that there are people are very blind when it comes to exclusive i don't see a lot of xfans complaining about gears glitch because its ecxlusive and i don't see any ps fan complain about kz2 awkward gameplay why people have to mess a lot of great games and even if they play it they complain about anything just because its not exclusive?
The principle behind the indie games movement was that developers not chained to the high stakes world of initial public offerings and demographics research would be able to create innovative games that users would want to play, rather than what users had proven in the past that they would be willing to play, and finally there is a mecha game on the XBLIG service that proves the indie movement right, because Explosionade is a love letter to the great 2D SNES mecha sidescrollers that adds just enough new gameplay mechanics to make it its own beast.
I think everyone breathed a collective sigh of relief when that was announced, because using guns in Faith's world really does defeat the purpose of the flow of movement within the game's parkour mechanics.
Because of the freedom offered in the game environment, much of the movement itself had to change, and removing hiccups in sliding, rolling, or generally flying about the environment was necessary.
Perhaps, in part, because the game intensifies, through its textile effects, those paradoxes of presence / absence, movement / stasis, touch / vision that exist in all videogames.
Whenever a shooter with lots of whiplash speed and fluid movement hits the limelight, the same comparisons get rolled out; it's «like Quake but», or «like Doom but», and usually that does the trick because those are well - known formulas that withstood the test of time, so most games in that vein are indeed «like Doom but».
Yes, there is a bit of a learning curve to the controls, mainly because there are so many options and the fact that the game really requires you to read and react to your opponents» movements, but the in - game tutorials and instructions do a great job of teaching you the finer points of simulated MMA combat.
This gives the game a whole new feel of realism simply because it puts emphasis on tactical movement when you are playing.
But the facts are a 3D game will never have the same combat depth as a 2D game because you have to dedicate more buttons to 3D movements and camera.
-- See It On Amazon NOTE: This Game Requires The Playstation 4 Camera, because it tracks your child's movements and gives them a live video avatar.
This is the first game I have played where I actually wish for a thumbstick because the movement mechanics in Apex Construct are awkward at best a problem that could have been easily solved by having access to an analogue stick.
I really love games with hand controls because it really adds to the emerging and I was pleasantly surprised to find out that some PlayStation VR games actually allow for a little bit of free movement as in you can't really move around the environment as long as the camera can see your lights.
Also, you must have been playing the game incorrectly in that zombie game, because the traitor and all monsters are immune to all movement - impairing effects of the house (and can use the mystic elevator at will).
Many early fights in Ys VIII didn't require as precise of a strategy or movement pattern as older games did, mostly because of the expanded movement options and altered camera position.
I think this game will be perfect for the occulus because the gameplay is not fast or requieres high flash skills or accuracy in your movement.
However, mastering the movement is a whole different ball game as the further you get into the levels the faster pix moves, meaning the mistakes will happen, more so because at times the controls do feel a little un-responsive.
The reason I think this is because the game has a tile - based movement system, every match is between two players (or one player and one computer - controlled opponent) who take turns acting, and every unit and system has at least one countermeasure / unit that works against it.
I don't usually report on movement of management in any of the entertainment releated news I do, whether it be in video games, television or in movies, but I felt that this was somewhat newsworthy, if only to me because I'm a fan of Nintendo in general.
So when we developed the swipe gesture, we felt really good about that, because it made the act of selection a movement in and of itself, which is a great fit for a dance game.
Space simulation games work so well in VR because you are stationed in a craft, which you can see around you, so your mind doesn't freak out during movement.
These combat - oriented movesets, as well as basic movement, feel so good because the game runs nice and smoothly.
Boxing is an ideal game for gesture gaming because it requires both hands and a good deal of body movement.
I am one of those players who are sensitive to different graphics style so I pretty much choose the games I play and I have lots of games I purchased like Outlast, H1Z1, Evil within and ended up not being able to play it because of the camera's movement it makes me nauseous.
Yet again, I find the criticism unfounded because the design choice is psychologically and emotionally astute; in combat, being in cover, I'm assuming, involves some sacrifice of peripheral vision and situational awareness in exchange for limiting your visual footprint in the environment, a tradeoff that is well abstracted by the way the game uses color to signify both freedom of movement and imminent danger.
Depending on your age this could be a dangerous formula for Second Contact, because younger gamers will look past the highly improved visuals and just focus on the archaic looking movements for the lead character while you control him, as well as the robotic delivery of dialogue during cutscenes and conversations.
Many developers prefer the teleportation by default because it doesn't cause nausea for most players, but giving players the option to choose the movement method is a good practice in my opinion and we already see many games offering the player the option to choose which type of locomotion to use or offering both in - game.
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