Malicious is a love letter to the days where
good boss design was everything.
Not exact matches
These tools may not have been
designed with offices in mind, but he says they can be used by
bosses to see how
well, and in turn how happy, their workers are.
Tan used his 20 % time, working with experts, to create a course called «Search Inside Yourself,»
designed to help Googlers improve their emotional intelligence and mindfulness, making them happier and more productive employees, and
better bosses.
But it is
designed to demonstrate that Perkins has support in the district even though Smikle is expected to be
well - organized and
well - funded (especially if the charter school advocates and Smikle's former
boss, Mayor Bloomberg, have something to say about it).
Thus they are present this time as
well, coming as Chloe's feminine and chic wedge heels with knee high strap ties, Roland Mouret's multi-strap cage sandals encompassing the combo of different shades, Valentino's gladiator sandals with the zip - up details, Alberta Ferretti's creamy flat and high - heeled sandals, Fausto Puglisi's bejeweled leather sandals, Christopher Kane's multi-strap all - black sandals, Nicole Miller's three strap classic sandals, Prabal Gurung's classy with modern
designs, the chic gladiators from Hugo
BOSS, etc..
It is just as indispensible as the other Metal Gear games and the final scenes leading up to, and including, the final
boss battle are some of the most
well -
designed, emotional and memorable scenes in a videogame.
this is the
best game on the game cube, it pushed the systems capabilities and came out with an immersive and beautifully
designed world, with awesome
boss battles, great graphics and amazing gameplay.
The all planet Tallon IV is huge, with
good designs and the
boss are the biggest i ever seen in a metroid game.
Crown of the Sunken King is an intense DLC: the new area is
well designed, the three
bosses are hard to beat, and the new items interesting.
Throughout your adventure, you will shoot down indigenous life, space pirates,
well designed bosses as you course through the depths of Tallon IV.
New level
designs, new enemies, new
bosses with the same great style of game play and
better visuals is perfect for me.
The
boss fights are great, the music is absolutely wonderful, and the sound
design all around is
good.
Its gameplay mechanics are certainly enjoyable and the
boss fights
well designed but this ends up losing ground to a generic and bland plot, rather dull missions and cutscenes that contribute with very little to the overall experience.
The aside of two
well designed dungeons with creative
boss encounters within makes this one of the most successful updates to ESO to date, but none of the updates come without their own issues.
Excellent
boss battles and generally
good pacing and level
design.
The game consists of huge
boss fights, talent trees, multiple endings and hand - crafted as
well as procedurally
designed levels.
Its masterful level
design, emotionally - charged narrative, precision controls, nostalgic soundtrack, superior graphics and adrenaline - fueled
boss battles all culminate into one of the
best 2 - D action adventure games ever produced.
Indeed, Caleb's uber - rich, genius
boss, Nathan (played by Oscar Isaac, in what may be the
best performance of the year to date), did
design a humanoid robot with all of the traits that Caleb most desires through the secret collection of data from Caleb's computers, cell phones, etc. (there was a special emphasis put upon Caleb's «porn profile» when it came to
designing the robot, Ava's, face).
Those 8 - bit classics made Mega Man famous for challenging gameplay, clever
boss designs, impressively open gameplay, and some of the
best music ever heard in a game.
This might seem like a
good thing but unfortunately the quality of the whole has suffered as a result leading to some terrible
boss battles and level
design.
It has also lured top talent from European marques, most notably Peter Schreyer (formerly senior
design boss at the VW Group) and Albert Biermann (erstwhile engineering head of BMW M), and if you can build a
good - looking car that drives enjoyably,
well, you're most of the way there.
It would seem that this joint enterprise is so
well advanced that Gerry McGovern (LR's
design boss) had taken Victoria to lunch to discuss the Evoque.
• More Honda EV concepts on the way - Honda's
design boss says there are more electric concepts on the way, but it's not clear when they'll make production • Toyota
boss says more diesels unlikely - Didier Leroy tells Auto Express it's unlikely that Toyota will ever make another diesel - engined car • Nissan IMx concept to influence next Qashqai - Nissan
design boss hints the IMx could be a
good indication of what to expect from the next generation Qashqai
Design boss Adrian von Hooydonk's team has, to these eyes at least, delivered one of BMW's
best - looking models in years.
The
design boss has already driven a prototype model earlier this year, which he described as «very
good.»
Speaking at the 2017 Geneva Motor Show, VW
design boss Oliver Stefani told Auto Express: «We would like to bring this back because it fits so
well to what the brand stands for: it's emotional, it has functionality, it makes your life easier.»
The car drives excellently and has the usual cabin issues eg tiny glove box and centre arm rest cupboard, badly
designed door pockets and no centre console storage as the company
bosses thought that adding heated seat switches where the storage is on lesser models was a
good idea!
He also stresses that such strategies work
best when they are voluntary and
designed for the benefit not of the
boss but of the employees, letting them track their own performance.
Designed especially for the EXPAT TRAVELER, our «BAREFOOT
BOSS» Empowering Escapes are the ultimate Expat dream holidays away from it all, only at the Philippines»
Best Wellness Spa & Retreat and the Philippines» «Leading Spa Resort».
In terms of level
design and
boss encounters, I think I would probably give a slight edge to NSMBWii over the vanilla NSMBU campaign, but
better co-op, the Nabbit chases, Challenge Mode, and the Weegee DLC put the latter way over the top for me.
I was plenty sloppy on several
bosses that I normally stomp, and my relatively poor rank on the leaderboard reflected that, but on the other hand the achievements I unlocked indicated that I am at least
better at the game than the people who
designed it, so there is that.
I expected to burn through the game in a couple hours, but I almost felt like it progressively got
better with the level
design and
boss fights.
However, these diversions are most interesting when they take on the form of plentiful
boss fights —
well -
designed battles that test your brain much more than they do your brawn, like one battle in limbo where you play a game of Simon Says with a ghost king to deal damage to him.
From here, Delta Team must carry out a series of missions that feature white - hot combat and
well -
designed boss battles in the hopes of eliminating the Locusts» tunnel network running underground.
Here, the
bosses are
better, the level
designs more ingenious, and the surreal imagery provides a welcome break from the mundane settings of the story proper.
Speaking of
boss battles, I felt like they were
well -
designed and engaging for the most part, but these battles were sorely lacking in the area of sound direction.
The game has some rather
well designed bosses that you will face across the trek through 7 different worlds.
It takes the core concept of that game and expands upon it immensely, adding a much larger map, an extremely satisfying counter ability, and some very challenging and
well -
designed boss battles.
The
bosses are really
well designed just like the levels.
It was arguably the most inventive game in the series as
well, with outrageous
designs for stages; such as riding on missiles shot out of a helicopter, which are hitting the
boss you're fighting, the top down perspectives in mode 7, and riding a futuristic motorcycle while shooting down enemies.
They all follow the usual
boss procedure of simply learning their attack patterns and finding out the right moment to exploit them, but they're so
well designed and look so slick it's hard not to be constantly impressed by them all.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making
good background music first before forming the band to play that music - the
design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final
boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are
well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
I found the
boss battles to be
well -
designed and fun, and each
boss you defeat rewards you with an elixir that increases your maximum health and mana.
My early impressions of Sinner: Sacrifice for Redemption are incredibly positive, the combat feels
good and the
boss designs are interesting.
The
boss fights are also
well designed and so too are the mini
boss fights which at times felt equally (if not more) harder than the actual
boss fights.
Bosses are thoroughly enjoyable as
well, as each has a unique attack pattern that matches the
design of the enemy.
Adding that to some remarkably creative uses of 3D visuals in both level and
boss design, as
well as as greater emphasis on exploration, and you have one of the finest 2D platformers of the era.
It was originally
designed as a purely
boss fights game, but when it got a lot of attention at the 2014 E3, StudioMDHR decided to make something bigger and
better.
To be fair,
boss battles have never been my favorite part of Pikmin, and while the ones offered up in Pikmin 3 are generally
well -
designed, they didn't change my mind on the subject, either.
Eurogamer: I've read that when From Software
designs their
bosses they make sure the
best member of their testing team can conquer a
boss unscathed.