Sentences with phrase «good boss design»

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.
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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.
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