I think that is a really strong element of the central bit in No. 1, that it has that thing which is not graspable, and I think we have been saying «legs» and «feet» and I think that is unavoidable... Explaining that in relation to the legs, they sort of
go in a linear way, even if it's complex line.
Not exact matches
-LRB-...) A recent research paper by Claudio Borio at the Bank for International Settlements argues that bank profitability is damaged
in a non
linear way when interest rates fall and yield curves flatten, and that applies
in spades when rates
go negative.
I know there's a lot
in the archives, including many stories of people
going through that process
in a much less
linear way, including many who've done fertility treatments.
Trying to keep the story
going in a
linear direction creates some predictable moments, particularly with the
way the police act and react.
Some stages feature fixed,
linear paths where the aliens have only one
way to
go forward and return, while others have wide open areas that can be molded by placing towers
in the
way, allowing players to create their own paths while littering them with huge amounts of firepower.
Eclipsing such entry - level design faux pas as invisible walls and an insulting, ever - present waypoint marker that leads you by the hand along every painfully
linear 50 - meter stretch, the worst offender
in the game design department is the same thing that makes the ineliminable white marker's inclusion unnecessary: the vast majority of the campaign is played out
in grey cut - and - paste corridors with only two possible directions
in which to
go — forwards, or back the
way you came.
There are platforming sequences, but they're all essentially just bad QTEs — there are no explicit button prompts, but the passages are completely
linear and every time Yaiba has to jump or grab a hook with his chain to swing around, the game
goes to slow motion and the next step
in his
way flashes up, so there's no need to figure out how to
go on and no challenge, really, except the deaths that arise from the game's arbitrary distinction whether it wants you to press the jump button to smash a wall
in midair or not.
Although The Sands of Time is as
linear experience as they come, but the backdrop and level designs
go a long
way in allowing this world to live and breathe.
The title was:» A study: the temperature causes a rise
in CO2, not the other
way around»), and we
went into his
linear model a bit there.
You can stay
in business
in that very ongoing
linear way, focussing on growth, and where the company is
going to
go in the next few years, or you can think «oh my God, how do we begin to think about the evolution of each one of our employees, about the evolution of our product line, about how we approach our customers and consumers?»