Sentences with phrase «jumping around player»

We should stop jumping around player to player and just come to the true conclusion.

Not exact matches

You can see the way he is constantly jumping around trying to get players to work hard and getting the fans hyper.
While our big Premier League rivals and most other clubs around have spent more and more money on players we have not jumped on the transfer bandwagon and Wenger has often spoke about why he thinks that the ever increasing spending is wrong and perhaps even unsustainable.
We Arsenal fans are quick enough to jump on Arsene Wenger or the Arsenal board and owners, as well as any individual player, when something goes wrong and we think they are to blame or at the very least have some questions to answer, so in all fairness it should work the other way around as well.
Either they will get the winger in the summer and hope that the tribunal who decide on such matters on players under 24 who are out of contract or they will wave enough money in front of Middlesbrough, around # 5m has been reported, in order to jump the queue.
If a player jumps on the umpire's back and rides him around the bases like a pony, everyone would agree that's too much.
«When one person makes a big play, all of their players and coaches are jumping around.
We had 3 generations of Redskins fans going bat shit crazy, screaming and jumping around, watching our scab team beat a Dallas team that was 80 % regular season players.
There were other combinations of things, too, but with Roma beating Chievo, it pretty much put an end to any hope of seeing the players jumping around with Max Allegri at Vinovo.
The book jumped around a great deal and before long I felt lost in regards the motivations and actions of the various players.
This year's multiplayer mode is closest to that of Black Ops III, with players able to wall run (but only in specific locations), double jump, and slide around at will.
In this game, players seize a capture point location that jumps around the map randomly.
The player moves the left analog stick to move, the right one to look around, the X button to jump and the circle button to emit a melodic bleep that activates doors and mechanisms.
And yet, many of us don't buy Mario games so we can jump around with three other players.
It's easy to jump into, has a huge amount of content, and allows players to level Frank up while aimlessly screwing around.
It also included a literal lobby of sorts where players could jump and run around a small room with a giant monitor displaying the battle.
The controls are very simple as players can run around, jump, and attack.
Unfortunately, I ended up feeling that Mordecai and Rigby in 8 - bit Land was as bare as a chicken leg that has been reduced to the bone: players just run around as either Mordecai or Rigby (you can switch between them freely with the press of a button), collecting cash and stomping on uninspired enemies that you can sometimes jump on and sometimes not (the game wasn't clear on the whole «jumping on this guy will actually hurt you, but this guy is totally cool to leap frog onto»).
* MAWLR Graveyard — Improved collision around one of the Capture and Hold locations * Kaznan Jungle — Added a blocker around a tree to prevent player to use tree to jump out of the level * Bilgarsk Boulevard — Removed invisible collision of S&D objectives in Guerrilla Warfare * Bilgarsk Boulevard — Prevent players from accessing an advantageous position (above the ISA Base) and climb out of the level
At the same time, Sony turned things around with PS3, releasing some great new IPs, coming up with excellent value for money PS +, so many Xbox players jumped over, and after the disastrous announcements for the new XBO, which were all very anti-consumer, and Sony promising they wouldn't be doing any of that BS (with an epic E3 take - down), most gamers never even looked back at Xbox.
My boyfriend is an avid Lili player and I have jumped around over time between Kunimitsu, Dragonov, Alisa and many others.
Due to the amount of gadgets on offer that allow you to jump really high or cover the entire map in just a few seconds, the gameplay is pretty quick, favoring a more run «n» gun attitude over almost anything else, though snipers and more patience players can make good use of some tasty ambush spots or by simply taking their time and waiting for idiots to charge around a corner without looking.
Of course the player has no clue what is going on and it doesn't look like they will until the entire story of Ghat unfolds during the game, which will jump around on the timeline.
Once the official training levels are completed, the game jumps forward to 2019, taking players around the world to France, Japan, Morocco, the U.S. and more to kill extremely high - profile targets ranging from supermodel spies, bio-engineers, banking CEOs, indie rock singers and many more colourful characters in the main story mode, which spans six main episodes.
You fight with three other players, either in free - for - all or two - vs - two, and spend most of your time jumping and dashing around the single - screen, platformy arenas.
In And Yet It Moves the player can move left, right, jump or rotate the world 180 or 90 degrees in each direction around themselves.
Every round can be set to random or alternatively players can select a stunt, skill or speed challenge in which skill challenges include driving as far as you can in oncoming traffic within 30 seconds, near missing as many vehicle as possible on the interstate or in a tunnel within 60 seconds and getting as much air time as possible in or around particular environments within 30 to 40 seconds, while speed challenges include smashing two billboards to stop the clock or smashing two billboards followed by driving back to the start line to stop the clock and racing along the interstate to the next tollbooth before accelerating back to the start line, alongside stunt challenges such as successfully landing a jump in a certain location as the dam jump and using split ramps to successfully land a barrel roll.
However, it does not end there as numerous activities are around every corner and straight such as competing in time trials from a few seconds in length through a single street for around 5 seconds or an entire route taking around 2 minutes in attempt after attempt to beat offline times or times set by players on a global scale for times and show times in road rules, alongside 400 gates and 120 billboards to smash through as well as 50 jumps to land and more besides.
Dual - analog QWOP isn't as impossible or random as the web version: with practice (ok, with a LOT of practice) you can run, hop, jump — the fastest players even run the 100m in around 15 seconds and jump over 7 meters!
As Faith, players skilfully jump, climb, slide, punch, kick and zip line around the city, levelling up along the way, unlocking new abilities via XP rewards from completing story missions, side - quests, collectables, and player made time - trials.
With the unique features of Nintendo 3DS, every question block, platform, and enemy can be seen more easily in the space around you - letting experts play with greater precision, and new players jump in more easily than ever.
Players run and jump around whimsical environments, avoid hazards (e.g., spiked rollers, floating robots) and battle occasional knights.
Up to four players can jump into a simplified golf game and dork around whacking the ball into zombies and racking up points.
Dream Drop Distance takes the Reaction Command from Kingdom Hearts 2, and instead applies it to items in the environment, allowing the player to wall jump, grind on rails, spin around poles, and engage in a few other motions to spice up world navigation and combat.
The camera can also occasionally get stuck behind walls, blinding the player, or it can jump around erratically, disorienting the player.
Then again, you might be busy playing it yourself: according to Sean Murray, the day the Foundation update was released, which added base - building and a survival mode, around a million players jumped in to check it out.
Their wall - jumps, for instance, were built off of a slow, downward slide that gave the player plenty of time to figure out how to manoeuvre around obstacles and enemies.
The desktop player will use the keyboard and mouse to drive the little robot around, jump and push objects.
The controls are easy to master as they are as responsive and intuitive as the first Destiny with the default control scheme consisting of pressing R2 to shoot; pressing R1 to perform a melee attack; pressing L2 to aim down the weapon's sights; pressing L1 to throw a grenade; pressing L1 and R1 to perform a super ability; pressing X to jump; double pressing X to engage thrusters in order to reach greater heights; pressing O to crouch; pressing square to reload; holding square to interact with an object; pressing triangle to change weapon; pressing up on the d - pad to wave; pressing right on the d - pad to dance; pressing down on the d - pad to sit; pressing left on the d - pad to perform a customised movement; changing the direction of the left analogue stick to move your character; pressing L3 to sprint; changing the direction of the right analogue stick to look around your surrounding environments; pressing R3 to highlight a player; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
The ones that still focused on hand to hand combat, but allowed players to move freely around your opponent as opposed to just jumping over them.
Perhaps the most interesting portion was when the developer discussed the new Hop Rocks, which are purple, glowing crystals found around craters that give players a heightened jumping ability.
a2z Interactive, the development team behind this game, have insisted that the goal behind this project is to create a survival game with a realistic but fun premise, and that clearly includes evading the common issue many gamers find when jumping into other multiplayer titles where some players just like to go around hunting and killing other players, or maintain a dominant hold over a particular landmark or area.
J - Adventure, the story mode for J - Stars Victory VS takes players around the world to lands spanning various JUMP series.
Player can roam around the city; he can walk, climb and can jump across the restrictions.
Gamers have their choice of how to get around; Running through the street, grinding up and down any surface imaginable including power lines, jumping from rooftop to rooftop or even an automated fast travel (Although traversing through the map is so much fun that fast travel won't even be a thought with most players).
Nine players jumping around has a pretty big audio tree, having to prioritize what plays when, how soon a sound can play after just triggered it can get pretty messy.
The team wanted to empower players to have more control over these team - up attacks: when Ariel jumps into the sky, for example, she creates puddles around the playfield, and at the end of the attack water fountains spout out of them, so players can create their own in - game water show.
Beach Buggy Blitz is built around an «infinite drive» mechanic that challenges players to drive as far as possible through lushly detailed, procedurally generated environments — power - sliding through beaches and volcanoes, flying through the air off massive jumps, and smashing through totally destructible environments.
It's quick and easy to jump around between areas and join up with other players.
Unfortunately, for as handy as simply jumping from car to car is, there's also a little bit lost from hopping around at first as being forced to drive around for quests in a more traditional manner serves as a means for familiarizing players with the layout of world.
a b c d e f g h i j k l m n o p q r s t u v w x y z