Sentences with phrase «lets creative gamers»

In addition to the gorgeous gruesomeness of it all, there's a new SnapMap feature, which lets creative gamers create their own modded boards and challenges and share them across the Doom community no matter the platform.

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)..
People keep using stats to defend him because that's the only way to defend him.When you watch him most at times you he hardly wows you or is any special.Can i ask a question couldn't Chamakh or Bendtner or Aliadiere score about 15 - 18 goals with this super super creative arsenal midfield.I mean lets be honest if Chamakh in his first season should have scored 20 goals in EPL many people would still want him out you know why because watching every aspect of his game and also analyzing every aspect of his game he was below average in his time at arsenal to be honest.So its not only about stats because stats do nt tell me the whole story about a player though they are facts and don't lie the eyes do nt lie.And with this same eyes we look at players and say Aguero is better thab Bony, Costa is better than Remy, and so on.
Anyway, the short answer to the original post is «No» arsenal can't rely on the silk of a creative to win games, let alone major titles!
We need to change some players, even if they are good players to make our game more dinamic, more complete.If Walcott will leave, definetly Sterling is the right choose to play with Sanchez.If Bayern will want Ozil, I think we should let him go.I think mutch people will be not agree with this, Ozil is a great player BUT is not a complete player, doesn't have enough speed and is seems sometimes like he is not involved in the game.I think a switch with Gotze can be benefic for our team, he run alot, is creative and make the defensive as well.We need a Striker to, but a good one, someone like Benzema or Cavani, someome who can get at least 20 goals per season.A new DM is what we need for balance the game, I think Vidal is the best in the world in this moment (is just my opinion), he working hard in defence and can win a game with a long shot.This is the way I see footbal.
We need to change some players, even if they are good players to make our game more dinamic, more complete.If Walcott will leave, definetly Sterling is the right choose to play with Sanchez.If Bayern will want Ozil, I think we should let him go.I think mutch people will be not agree with this, Ozil is a great player BUT is not a complete player, doesn't have enough speed and is seems sometimes like he is not involved in the game.I think a switch with Gotze can be benefic for our team, he run alot, is creative and make the defensive as well (remember how he take the ball from Ribery at Dortmund).
Let your child choose a game or activity or do a creative project together like the «Connected Hearts Journal,» a keepsake journal for kids.
«It's about letting their mind be creative versus stimulated by a computer or electronic game,» she says.
What I thought would be a first - person coaster simulator, and nothing more, turned into a complex and engaging little game, letting me express both my creative and my destructive sides in one fell swoop.
Put on your thinking caps, get those creative juices flowing and let your imagine run wild — this year's Australian STEM Video Game Challenge is on.
Writing Challenge lets teachers turn creative writing into a game for students.
He continues, «So at the moment it's not really about business models and transaction models and everything else, it's about «let's enable that creativity and that connection, that community», because I think that's what will make our platform stand out, that's what gamers would love — with the hundreds of new games they can play with creative concepts — and that's what creators want — they want a stage to perform their best work on.
It's also a game for the creative, the grappling hook and parachute combination makes getting around fun, the grappling hook lets you zip across the map and the infinite parachute supply can be combined to pull yourself around while using the parachute.
Let's start off with one of the most charming and creative entries on this kids video games list.
These worlds that the development team have created are an amazing piece of game design, letting them leave the shackles of the «real» behind, to instead let their creative juices flow.
«Overall Score: 8.7 A Flat out Solid FPS adventure game that gives you a great challenging experience, as well as let you be creative and browse your locations rather then be linear in most respects.»
Therefore Let's Make Games shall once again be having an annual «After the Jam» event, where everyone is invited to come enjoy this eclectic mix of creative games made super quickly.
This team knows how to design a small - scale game that lets them take creative risks.
So let's go right back to the beginning: Game development is incredibly difficult and each project starts out with a huge amount of risk — technical (can we do this), creative (will it be fun and engaging), financial (can we afford to get to the end of the cycle), etc etc..
While that is certainly a noteworthy feat within the confines of the game itself, it's also remarkable to see a studio and a publisher that have enough faith in their creative vision to let it actually end.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Plus, its one of the earliest rhythm games to let you freestyle (thanks to a nifty power - up), and creative types could devise their own versions of each tune in the remix mode.
This game has these and is not too creative when it comes too the type of pick - ups you can get, extra lifes, double points, etc. but something Jardinains does, is it lets you use them in conjunction.
Here's a great example, the double - jump gives you more freedom to explore more and get to secret areas that most games wouldn't let you get to, the VR component adds to it because you can get creative when it comes to exploring and visually seeing places you want to get to.
Excitingly, all the objects in the game have a «brain» — programmable AI that will let thousands of gamers around the world experience the joy of creative two enormous mobs of bunnies and hurling them at one another in a brutal fight to the death.
Take a journey with us through years of studio history and video game culture as we celebrate those of us bold, brave, and fearless enough to let their creative works be driven by pure, exuberant fandom.
If you met him on the street, I don't think you'd ever know that this man and his beautiful silver shoes played a major part in the creative design of the violence - filled game, Let it Die.
Their favorite games are highly skill based (e.g. Counterstrike) and let players be creative with different classes and gadgets (e.g. Battlefield).
SuperBot's Creative Director, Omar Kendall, will be at PAX this weekend too, so if you see him around the show floor let him know what you think of the game!
The constant steampunk machinations and themes clearly allowed the artists on the game to let their creative side out and the locations in the game definitely demonstrate this with beautiful hand - drawn art that the artists clearly put a lot of care into.
The game doesn't force you to come up with just one correct strategy for each puzzle, letting you be as creative as you can possibly be in order to solve any of the 60 short - but - sweet levels available.
The creative freedom offered in this game isn't a patch on Animal Crossing let alone something like Minecraft, and for a game that doesn't really have much else going for it in terms of actionable content, that's a bit of a problem.
Every stage of Donkey Kong Country 2 is swimming in creative ideas, and the game knows better than to let even one of them overstay their welcome.
My husband enjoyed it the most as the game creates opportunitiesfor him to be creative and let his inhibition loose.
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