Sentences with phrase «ideas of the game without»

Nearly every main event bumps players up in level so their stats are equal to max level players; this not only allows them to participate in high level world events, but keep up with the massive updates and ideas of the game without spending days upon days leveling up a character.

Not exact matches

but u are continuinh talking about «our philosophy»...» our philosophy» like u said has been pass the ball without any idea and without winning any mayor throphy for the last 12 years... so let alexis do what he do... he can lose balls, but he scores, he creates, he fights, give us beautifull moments of football, and better than all, win us games... a team with 11 ozil does nt win games... with 11 alexis yes... so stop demanding more ozils and to criticate alexis... it is not a coincidence that ozil always looks for alexis, its because he knows alexis is the man who can transform him from the most creative player to the assist king, and again, better, eho can help him to win games (i love ozil and he is a winner, do nt missundertand me)..
I think if theo put that 1st chance away it would've been a way different game, but I couldn't believe how bereft of ideas we looked without ozil.
Gamers could choose to help sort through crowd generated images from ongoing disasters, labelling the damage levels they see to give emergency responders an idea of where they are needed — all without leaving the game.
It's all part of a gradual rhetorical shift away from talking about creationism and intelligent design toward casting doubt on evolution, says Joshua Rosenau, spokesperson for the National Center for Science Education in Oakland, Calif. «They have this idea,» he says, «that it's a zero - sum game, so anything you can do to knock evolution down actually promotes creationism without having to say the word.»
So I thought I'd pull together this Game Day Recipe Round Up so you will never be without ideas of what to make for the big game agGame Day Recipe Round Up so you will never be without ideas of what to make for the big game aggame again!
Furthermore, using the PS3 controller to play this game is also not a bad idea as you can control the car in this game relatively well without trouble as compared to other years of the F1 game.
The developers expressed a desire to increase the game density and amount of ideas within the world without making it a smaller world.
The closed beta came and went without stirring up any trouble, and on April 3, 2013 The Behemoth's next game will stop being a series of cool images and awesome ideas and actually be available for people to play.
Although it wasn't perfect this time around, you can truly see the potential of this idea and how in a few years we are not going to remember a NASCAR game without Total Team Control.
Lack of innovation might help tire us of a great idea, but even without being a new experience, there's still a lot to this game that entertains and offers a fun experience to anyone who tries it.
GAMER, released without the benefit of a press screening, is a big, loud mess that loses its few good ideas in a morass of convoluted storytelling that it has, sadly, confused with stylish innovation.
Because I thought the idea of doing a Telltale game without Baker as the lead made the company's creative leaders physically ill.
This means that not only will there be a new faction and new ships / modules / content to be explored here but this deadspace can be used as a testing ground for any sort of development ideas without directly affecting the main game world.
It's a random mishmash of juvenile ideas without a single lucid thread to hold them together, except for both the incessant CG bombast ripped off from video games and the works of Peter Jackson, the Wachowskis, and Quentin Tarantino, as well as the recurring lascivious gaze of Snyder's camera on the china - smooth skin and full lips of bleached - blond heroine Baby Doll (Emily Browning).
I hope someone from Amazon R and D reads this email and tries to address these issues, because I am 110 % behind the idea of a kids ereader without access to video games or videos - but the Kindle for Kids Bundle with Kindle version 8 does not meet my needs and is frustratingly difficult to use.
I think identifying their game as a shooter is taking a leap without any connecting of the dots,» EA Partners boss David DeMartini said, later adding: «The guys wanted to have the ability to control IP, to move down a path independently, to form great ideas with the new team, and do what they've always done, which is to create great entertainment experiences.
In the end this idea of the splitting the timeline would allow them to create more games without actually ending the franchise for good.
The first game from developer La Cosa Entertainment, Klaus is a 2D platformer centered around the journey of one man who wakes up in a basement without any idea who he is or where he is.
That's actually a great idea, and I wish other FPS games would cotton on, without pointing any fingers at Call of Duty.
The first game was to sell the power of the snes, second one even more so with you being able to board ships, but of course that was cancelled, 2 was canceled so 64 could look all the more impressive and really show off what made the n64 so different, it also was bundled with the rumble pack to push it, much like the wii motion plus bundles from last gen, assault was the worst game in the series by a longshot, and the first one created without the idea of pushing something (as far as anyone knows), adventures of course isnt even a starfox game so why include it, and of course command had forced stylus controls which may or may not have been to convince people to touch can work for hardcore games too, but thats just me assuming they arent just jerks.
It was also a terrible idea of Bungie to make a game with RPG type gameplay WITHOUT the vast amount of rpg loot you would normally encounter...
I've said it before, & I'm going to keep saying it — if I were a developer, I'd ignore EA / Activision & look to a company like Larian to give me an idea of how to make an excellent game that makes me money without costing the players an arm & a leg.
Basically, imagine an arcade light - gun game, but without the light - gun and you have a good idea of what Blue Estate plays like.
While the Vita is clearly capable of handling portable versions of the previous console generation of games - Persona 4, Metal Gear Solid HD Collection — I've been a little more dubious about the idea of portable versions of games originally produced for the current generation of home consoles, as I doubted the Vita would be capable of producing a solid port without some largely noticeable sacrifices in both visuals and general running speed.
It's a classic example of an interesting idea with some unique potential completely neutered by rushing the game to market without taking the time to fully develop the concept.
There's part of me that's tempted to say that I wish there had been more puzzle elements spread throughout the game, but I also really appreciate that they weren't forced into places they shouldn't have been, and that the team were willing to let certain ideas exist where they belonged without repeating them in later areas in order to squeeze out more length.
I suppose it's testament to Payday's appropriation of Dead Presidents chic that no other gun game can do masks without running the idea by Overkill first.
It's people like me that was a plus member from day one and stood behind this idea of making the playstation brand even more common in households with a service that was going to change gaming and make kids want their mommy to buy them a ps3 instead of xbox cause of all the great free content you could get without buying one retail game.
At a point when a series like Resident Evil has largely long turned its back on its survival horror roots, ZombiU is a game that recalls such games, but also brings its own interesting and inventive ideas to the genre and, at the same time, has the distinction of being one of the most interesting launch titles that, whilst not perfect, is an absorbing and unnerving experience that succeeds at making use of the capabilities of the system, without ever managing to feel gimmicky and, as such, it's a strong early demonstration of the magic of Wii U.
The original game may have appeared to be a bloodthirsty murder fest without an ounce of brains as well as not being the game you show someone to prove that video games may indeed be interpreted as art, but following the story and finding out the main idea behind the instructions provided to Jacket, the original game's protagonist / anti-hero, a more shocking and clearer picture started to develop.
I have no idea why anyone is buying what he is shoveling without digging deeper into the subject (the Escapist has been playing shady games regarding not interacting with the other side of this story such as demanding comprehensive responses with deadlines of only a few hours).
This pattern of female sidekicks who serve more as gameplay devices, door openers, and ego boosts than as people is a design approach rooted in the idea of games as power fantasy; players get to feel powerful and important, sometimes issuing orders that are obeyed without hesitation or doubt, sometimes being told that they're doing a great job.
By borrowing many ideas from other games (the reboot of Tomb Raider and Far Cry Primal to be more specific) Guerilla's maiden voyage into the «open - world» genre is quite successful, engaging and charming, but not without its flaws.
For example, in the match between Wanderlei Silva and Quinton «Rampage» Jackson, the game tasks you to go the whole round without being taken down, to land a certain number of hits in a certain time, you get the idea.
Think of a cross between The Last of Us and Resident Evil 4; it borrows the basic ideas from these titles without actually understanding what makes either game successful to begin with.
Now, with Zero Time Dilemma (and the Zero Escape series as a whole) being all about the shocks and twists that get thrown your way during the tense and thrilling ride that is the game's plot, I think it will be best to say here that you can be assured that this review will contain no spoilers — it would be cruel for me to ruin any of the game, it really is an experience that you need to go into without any idea of what to expect.
While there is a lot of heart to the idea, without anything interesting to fill the playtime, the game becomes a squandered opportunity.
The basic idea of the game is to clear the Dungeon (a fixed deck of 54 cards) without dying and as much gold as possible.
However, without a doubt, the center pillar of the game was the focus on cooperative play — the idea that all players are working for a common goal.
Most games are formed on a solid idea, one that can last throughout the course of an entire game without becoming tired.
The downtown skyscrapers are something to behold and can be seen from almost anywhere on the map, they sit there as a focal point giving you a good idea of where you are on the map without having to pause the game to actually consult the damn thing.
I'll be playing on the harder difficulty, but I like the idea of making an adventure game more accessible without compromising the original vision for old - fashioned players.
We brainstormed a bunch of simple game ideas including many raunchy ones that we thought maybe we'd have to save for a special party without the relatives although in the end we made just one version with relatively safe themes.»
The idea of making Mario invincible came from testers wanting to get past certain parts of the game without simply flying over it using the P - Wing.
Obviously we have no idea how far he's taken this idea, as a game without being able to die would definitely take some of the tension away — but I'm sure he has something in mind.
In the same way as Red Game Without A Great Name; Green Game: TimeSwapper also does not feature any multiplayer modes, although local multiplayer could have provided a race between two mechanical birds to survive the traps and compete for who reaches the box at the end of the level in the fastest time, while pass the Vita multiplayer could have produced the same idea albeit as an individual time trial rather than being on the same screen.
This was a game without focus, a mixture of good ideas with poor implementation.
So, I believe that Nintendo's new strategy of going straight to the consumer for game announcements and just getting the games out there without the formality of an official press conference is a much better idea, as even though faults and errors will be omitted from their coverage, it is giving the information direct to the fans, who are the most important at the end of the day.
The idea of Black & White was to have this open world, this amazing piece of AI that actually learned from you, this game without icons and stats, keeping the screen very clear.
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