Sentences with phrase «games most difficulty»

Not exact matches

Both Ramsey and Cazorla can defend and score as well and I am expecting a very tight match for Ozil to control the ball and make the right pass... Ramesy for Cesc and Coq for Hazard (tight m2m)... I am sure Monreal will handle his back very well and I hope the same for Bellerin against Hazard... Giroud will find difficulties to hold up the ball against Cahill and Tery, he must be on his day... Welback to do them the same of Utd game... Gabriel should start most of the remaining games, BFG should be benched next season
Of course it would be silly to suggest that winning any game, cup or otherwise, isn't good for the club, but let's remember just how problematic FA Cup success has been for this club... I'm certainly not going to suggest I didn't enjoy seeing Arsenal win, I'm a fan of this club first and foremost, but how bad are things when you find yourself secretly wishing that your own team lost so that just maybe real change would finally come... I resent this team for even making me feel such thoughts and it's going to take a lot of effort on their part to earn my trust again... this club has treated the fans so poorly that it has created an incredibly fragile and toxic environment, so much so that a «what have you done for me lately» mentality has emerged... fans rise and fall depending on the results of each game because we don't have faith in those in charge to make the necessary changes to personnel and tactics... each time we win many fans attack any dissenting voices and make unrealistic claims about the players, the manager and the potential for unprecedented success... every time we lose the boo - birds run rampant, calling for heads to roll and predicting the worst... regardless of what side you fall on, it's not your fault, both sides are simply overcompensating for the horrible state of affairs that have been percolating for several years... it's hard to take the long view when those in charge have lied incessantly and refuse to take any responsibilities for their own actions... in the end, we are trapped by the same catch - 22 that ManU faced upon Fergie's exit... less fearful of maintaining the status quo than facing the unknown, which was validated, wrongly or rightly, by witnessing the difficulties they have faced during this transitory period... to be honest, the thing that scares me most is that this team has never prepared whatsoever for this eventuality, which considering our frugal nature and the way we have shunned many of our most revered former players is more than a little disconcerting
Up front we have a few world - class players surrounded by some serious pretenders... Sanchez is by far the most accomplished player in our attack but the controversy surrounding his contractual mishandling could see him go before the window closes or most definitely by season's end... obviously a mistake by both parties involved, as Sanchez's exploits have never been more on display than in North London, but the club's irresponsible wage structure and lack of real intent have been the real undoing in this mess... Lacazette, who I think has some world - class skills as a front man, will only be as good as the players and system around him, which is troubling due to our current roster and Wenger's love of sideways passing... Walcott should have been sold years ago, enough said, and Welbeck should never have been brought in from the get - go... both of these players have suffered numerous injuries over their respective careers and neither are good enough to overcome such difficulties: not to mention, they both are below average first - touch players, which should be the baseline test for any player coming to a Wenger - led Arsenal team... Perez should have been played wide left or never purchased at all; what a huge waste of time and money, which is ridiculous considering our penny pinching ways and the fact that fans had been clamoring for a real striker for years... finally Giroud, the fact that he stills wears the jersey is a direct indictment of this club's failure to get things right... this isn't necessarily an attack on Giroud because I think he has some highly valued skills, but not for a team that has struggled to take their sideways soccer to the next level, as his presence slows their game even more, combined with our average, at best, finishing skills... far too often those in charge have either settled or chosen half - measures and ultimately it is us that suffer because no matter what happens Wenger, Gazidis and Kroenke will always make more money whereas we will always be the ones paying for their mistakes... so every time someone suggests we should just shut - up and support the team just think of all the sacrifices you've made along the way and simply reply... f *** off
This situation reflects the difficulty of getting regular games in the most competitive championships at the start of the career.
In fact we are only six points behind Burnley who are lying seventh, but that would almost certainly be too much to hope for, even for the most optimistic of us, given the difficulty of many of our fixtures in the last eleven games.
Schaeffer's proof, described today in Science (and freely available here for others to verify), would make checkers the most complex game yet solved by machines, beating out the checker - stacking game Connect Four in difficulty by a factor of a million.
Wonder World Amusement Park is a game that I had hoped would be good, however with sub-par graphics, varying quality of sound, and somewhat simple and repetitive gameplay, I can't help but have difficulty recommending this game to most out there.
Most gamers will love the pick — up and play aspect prevalent throughout the title, but you'll have to curb the urge to toss or bonk your controller in frustration as the difficulty ramps up.
However, the challenge never feels unfair as the game's learning curve does a good job of letting you acclimate to its new features before ramping up the difficulty (most notably in the two extra quests after the main chapters).
Most had managed to clear the game and the majority seemed to consider the game's difficulty to be a baby bear just right.
The difficulty is just about perfect I think (the original difficulty), it actually offers some challenge as opposed to most games these days.
Definitely seems like one of those games where most reviewers didn't put the effort in to actually learn the intricacies of its gameplay so they complain about difficulty spikes, etc..
This may be the most brutal and difficult legendary difficulty to date in a Halo 5 game, but I'll let you be the judge of that from the videos posted below.
Rather than being able to unlock it by simply playing through the game, Metroid: Samus Returns locks the most brutal of difficulty modes behind an amiibo paywall.
Most gamers out there are very much aware of Dark Souls» infamous difficulty, so it's most certainly expected to return full force in its highly anticipated sequel, Dark SoulsMost gamers out there are very much aware of Dark Souls» infamous difficulty, so it's most certainly expected to return full force in its highly anticipated sequel, Dark Soulsmost certainly expected to return full force in its highly anticipated sequel, Dark Souls II.
Picking the right combination of towers and / or power - ups can be the difference between success or failure and that may be enough for most fans, but hardcore gamers aren't left out of the loop as the harder difficulties have been tweaked to require smarter strategic decisions instead of exploiting AI're - routing» quirks.
A new patch for the PS4 game arrives today, with its most significant additions being New Game + and a new difficulty mgame arrives today, with its most significant additions being New Game + and a new difficulty mGame + and a new difficulty mode.
Two Tribes was an early supporter of the Wii U with Toki Tori 2 and has even brought most of its classic games to the platform, so it's nice to see them continuing to support the Wii U even after financial difficulties.
Fast RMX is dazzlingly fast and a straight - to - the - point anti-gravity arcade racer; there's no mucking around, as it throws you directly into one of the most insane racing games I've ever played — and that's only the easiest difficulty, and lowest speed.
But for most humans, normal difficulty is very manageable and much easier than most Platinum games, including the first Bayonetta.
Dark Souls brought that question to bear with difficulty so crushing, it could turn the most seasoned gamer into a blubbering mess as visions of the Capra Demon dancing over their head.
Items and abilities may come in handy when you're trying to survive a particularly grueling song on the highest difficulty, allowing you to make it to the end and get a higher score, but most of the time their presence makes no tangible difference in how you actually play the game.
Not everyone's like me, but let me tell you that an average 8 - 12 hour game isn't going to last long in most households (especially when difficulty has gone down to such a low degree to try and include everyone).
Created by Two Tribes, the childlike demeanor / characters and soft background music, paired with the game's increasing difficulty level will entice most players with a knack for puzzles, and casual gamers who simply want something to do.
Even so, the main game will only take most players a few hours to see through to its conclusion and utterly fantastic end credits sequence, with replaying on higher difficulties and leveling up the character's stats seemingly being the main reasons to return — though the superb soundtrack, cool visuals and gratifying core gameplay make doing so a fun, if slightly limited experience.
You might even encourage students to select words they are having the most difficulty with, because the game provides an opportunity for them to focus on the spelling of those words.
JR: In a way it has played a role in our first choice, thinking in all the PS3 owners waiting for a good RPG, but the main reason of our effort in developing a great PS3 game first is because the PS3 is a very complicated platform that is most of the time not used to its best, and we know that if we concentrate now on all the difficulties and strong points of this console and if we can go over them, the other platforms should be more simple to approach.
«Level design has an important role in this balance of fair difficulty, so I spend most of the time playing my own games, making sure there are enemies placed for the player to learn or loot, places where the game becomes exigent, and places where the player can take a breathe.»
As with most RPGs, the game starts with the character creation screen, where you can choose your class and difficulty settings.
Currently released in Japan on Nintendo Switch and PSVITA in Japan, «PHOTON ³ (Photon Cube)» is a puzzle game with a unique «light manipulation» system, that has a high degree of difficulty to challenge the most advanced puzzle gamers.
In many games of this type it can feel as though the player in charge of the enemy forces has the upper hand most of the time and almost has to guide the game's difficulty.
In more detail, Trials HD — BIG Pack includes: -35 brand new Trials HD tracks, with a special focus on medium and hard tracks, the difficulty levels most requested by players — the sweet - spot of track difficulty: -23 racing tracks: 12 medium, 9 hard and 2 extreme — most with new physics objects providing Trials rides never experienced before -12 skill game tracks - Five new tournaments including all the new tracks - More than 50 new crazy physics objects: Car, rocket turbine, gravity field, wind, motor and many others!
Trophies: Most of the trophies are easy to get, but there is 2 that i have to work on really hard and those are Finish the game in Impossible Difficulty and Only use the Plasma Cuter in the whole playtrough.
There's a pretty hefty singleplayer offering here compared to most modern shooters, with around 10 - 12 hours of gameplay on Normal mode, though any Gears veteran is going to want to instantly up the difficulty as Normal offers little challenge, even for a completely new gamer.
The only real downside to the controls is that the learning curve will look far different than most Zelda games as, just like you used to do when you were a kid, half of the difficulty will be in learning to play the game.
The game could do with either a difficulty selection to tone down the A.I. a little or even a rewind / flashback function that has become staple in most racing games of late.
It just means your kart will always move forward, even if you don't press the acceleration button (which is what you should be doing 99 % of the time on most of the game's difficulties).
As with most games like this, you'll want to find the difficulty setting that's right for you personally — it should feel like a thunderous achievement when you locate two measly shotgun shells.
Switch — Or Die Trying isn't the most balanced game on the market when it comes to difficulty, and there were many times I found myself trying not to throw my controller due to how challenging things became... and that's even on the early levels.
The game's difficulty will prove to be a challenge to most gamers but never becomes punishingly difficult.
Underpolished, repetitive, and littered with difficulty spikes, it's a hard - sell to most gamers and even those who adore the Stallone trilogy.
Most objectives are clear cut and straight forward, there is a very minimal penalty for death (except right at the end of the game, which spikes the difficulty out of nowhere), and the only real point is to finish the game's story with unlockables dangling over your head like a carrot.
Like in soul's games, most enemies have patterns, which once you memorize, you will have much less difficulty killing.
(Most of the time, once the game completed at one point, the game would just increase in difficulty and repeat.)
The game doesn't feel as «twitchy» as most dual - stick shooters have, back all the way to Robotron, and it has several difficulty levels and gameplay customisation options.
In the survey, we asked about technical difficulties, some features specific to Book of Demons (card system, cauldron system, Flexiscope), game difficulty, player demographics and the most important question: how did the player like the game and how fun was it to play it compared to other games.
These gameplay elements result in the difficulty curve being only as hard as the player would find the puzzles, exploration and combat, therefore it is most likely that players would generally find both games relatively easy to progress through which is rather appropriate given the appeal of LEGO to a wide audience and age range from young children to adults.
All of this combined makes this the most accessible of the franchise without the game ever having to lower it's standard difficulty.
Difficulty is one of the most fascinating aspects of this title, as you'll be able to adjust this from within the world of the game itself, depending on how you play one particular character.
What really sets the game apart from most others, however, is its staggering difficulty.
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