Not exact matches
At the
level I
felt I was at, injury and failure seemed
impossible,» Christina admits.
Not only was maintaining a healthy weight next to
impossible, the scale was reading higher and higher numbers, my knees were aching, and I could
feel my panic
level rising.
I
feel as though my training is at a new
level which would be
impossible without BetaTOR.»
On some
level, it
feels ungrateful to ask a movie that already does the
impossible to do it with more panache.
With each area being cordoned off from the rest of the stages, the pacing can
feel a little off at times, with environmental transitions happening suddenly after a loading screen rather than dynamically occurring as in the Souls games, but this more concentrated focus on the
levels also allows for condensed, goal based gameplay that is almost
impossible to achieve in Dark Souls, which is certainly welcomed when you're short on time and just want to grind out a twilight mission or two.
The challenge is welcome, but some
levels feel relatively easy and then some
feel almost
impossible.
Since its release it's
impossible for an audience not to
feel some
level of suspicion as soon as little Timmy appears on screen, something that recent release Paranormal Activity 2 has utilised fully in advertising.
Even with a high
level debug character, the battle
felt almost
impossible.
Schools that can
feel like prisons because of barred windows, security checks and lockdowns increase the anxiety
level of many students and can make learning nearly
impossible.
«Pessimists might
feel that school -
level reform is difficult if not
impossible, because several teams did not meet the NASDC goals,» the report by the Santa Monica, Calif. - based think tank says.
This mode starts off relatively simple but it soon escalates to
levels that
feel nigh on
impossible.
The
levels get more and more challenging, but never to the point where I
felt like it was
impossible.
Even the first
level on the tougher difficulty setting
feels near
impossible, but whilst I would usually relish the intense challenge, it's not thanks to the
level design, or the enemy placement that makes BLEED such a challenging game — all of which are rather impressive even with their simplicity — and instead it's down to the boss at the end of each stage.
This may sound like a small detail but the cute little yelps, cheers and claps of the Pilgrims really make you
feel like you are responsible for them; it's
impossible not to be charmed and as a result I found I restarted every
level if even one of them met their end.
However, what has always set Shinobi apart, I think, is that while extremely difficult the games
feel fluid & fun: Revenge of Shinobi makes you
feel like, well, a ninja, and pulling off an
impossible - seeming series of jumps and attacks to get through a maniacally difficult juncture in a
level is very satisfying indeed.
As the higher difficulty seemed
impossible to me at first and would quickly have had me quit out of it and being to scared to even jump back on the bike, but luckily as soon as I bumped the difficulty back a bit I
felt I could enjoy everything else until I knew more about the way the bike handled to take on the higher difficulty
levels later on.
The
levels begin to open up, and the platforming begins to
feel absolutely
impossible.
One problem with random
levels has been that often the
levels are broken or are not challenging, but the generator within this game is uncanny in knowing what to place and where to make something
feel both
impossible and completely doable with just the right move made by the player.
In Rearmed I
felt pushed and challenged at every corner, quite frequently more than I would have liked, and at times I laughed at my persistence in trying to get through what I thought was the intended
level design only to find I'd just spent the past 20 minutes attempting to get to an
impossible to reach secret 1up alcove.
If you have experienced this on a personal
level, you may
feel that it is
impossible to get affordable life insurance with arteriosclerosis.