Sentences with phrase «made different bosses»

Not exact matches

Something different makes each employee tick, and the best bosses will stop at nothing to figure out what that is.
Acting as their own boss, women, or «stylists» sell the jewelry line through a number of different channels — parties, online and one - on - one events — and make a commission off the sales.
It's difficult to blame Ozil for the difficulties he's faced at Arsenal without looking at the big picture... like the fans, he too was lied to by Wenger... there is no doubt in my mind that he was told by Wenger that he was trying desperately to recreate our earlier success by acquiring players that fit the system he ran when Henry was in his prime... as we know this hasn't happened... in order for Ozl to flourish he needs some speed up front, forwards that can make intelligent runs, a boss in the midfield to compensate for his obvious defensive liabilities and defenders who can transition from defence to offence quickly and efficiently... much like he had in Real and with the German National squad... unfortunately he ended up on a squad that has a striker who plays with his back to goal, very few intelligent runs into the box, minus Sanchez, no one to take pressure off him in the midfield, once Cazorla was injured, average defensive midfielders around him, which simply highlighted his lacking defensive qualities and defenders who lack the necessary cutting edge when it comes to transitional passing... instead of blaming Ozil, which is simply too easy, especially considering his mopey disposition, we should be asking ownership and / or Wenger why they brought him in if they didn't intend on doing what was necessary to get the best from him... can you imagine Ozil playing with the likes of Henry, Viera, Petit and Pires, it would be incredibly to watch and even more difficult to stop... so the only thing different between his experiences in Real and with the German team versus his time at Arsenal are the players around him and we all know who is in charge of making those decisions, the Grinch who stole soccer
For me there are just two options but there is a big decision for the boss to make as FRancis Coquelin and Santi Cazorla are very different types of players and whichever one Wenger chooses would give the Gunners a different approach.
But the boss is erudite in making players playing successfully in a different position other than their preferred choice.
It would make sense as the Rossoneri miss his pace and movement on the left flank, with former boss Vincenzo Montella and his successor Gennaro Gattuso struggling with that role this season as they're sorely missing the different dynamic that a player like Deulofeu would provide.
«We had to come out with a different attitude for the fans and for the boss, he made us play like that,» said Argentine international Ever Banega.
Sky Sports report that Conte is expected to leave his post as Italy manager in the summer to join Chelsea on a three - year deal, making him the 10th different boss under Roman Abramovich.
Swans boss Carlos Carvalhal clearly felt his side needed a different approach and made a bold substitution nine minutes before half - time, taking off Nathan Dyer and putting Andre Ayew up front with his brother Jordan.
Speaker Sheldon Silver is taking a much different view of the NY Post article alleging that certain Sanitation department bosses specifically instructed workers to respond slowly to routes in order to make a point.
Identity politics can co-exist with the corporate boss who makes more money in a week than his cleaner takes home in a year — as long as the chances of being the boss are assigned proportionally among different ethnic groups, sexualities and genders.
Your difficult boss might not change, but you might realize that having a different approach or attitude about your difficult boss is the shift that makes your job enjoyable again.
It improves upon the decent original in many different ways that make sense, and most of these changes ensure that smashing boss after boss doesn't feel anywhere near as repetitive as it did in the past.
Each battle is a lengthy affair (which is understandable considering it makes up the bulk of the game), and each boss typically has six different phases they go through.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
It still plays as a usual pikmin title; make teams of different coloured consisting obedient pikimin that are ready to be thrown (each equipped with their unique skills), take on a broad range of tasks such as uncovering treasure, finding and carrying fruit, destroying obstacles, conquering obstacles, creating bridges, intense boss and enemy battles.
Of course, co-op isn't exactly an extra mode of sorts, but it is a different way to play the game, and is great fun provided both you and your co-op buddy have at least a small amount of skill — it certainly makes boss fights a lot easier.
These interludes are always entertaining (especially Bowser's), and some of them feature entirely different gameplay from the rest of the game (one of them could be best described as Super Bowser Bros), making them a fun break after an end - of - chapter boss battle.
Depending on what equipment you have on and which servant you are controlling, there are a handful of different skills and abilities at your disposal to help quickly take out enemies forces and make boss battles feel somewhat easier as opposed to your basic strong and weak attacks.
Even going as far as to include a special plastic stand for people with arms made of spaghetti, KI: U succesfully implements stylus controls in three different formats: flying through the air, battling on the ground, and fixed strafing around impressive bosses.
- 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
There are over 50 + different enemies within the 6 worlds and 24 total different bosses which is considerably impressive knowing it was made by a quite small studio.
-- Handcrafted 2D graphics with explosion animations galore — Cutesy gore art and cheeky humor all perfectly balanced to enhance the gameplay — Multi-layered parallax backgrounds that draw the player in — The brash, but lovable anti-hero, Harry... aka... you — 30 levels crammed with relentless waves of bug assaults and evolving game design — 5 Merciless boss fights that are not meant for the timid or meek hearted — Dozens of different types of ferociously quirky bugs to slaughter — Coin hoarding to your heart's content — An arsenal of firepower to slice through the bugs like soft, melted butter — Upgradeable Weapons to make any trigger happy player smile — Turn the bugs to dust with the pitiless Power - Ups and feel free to beef them up at your leisure — Customizable suits because that color really does suit you — Complete missions and earn your stars of valor — With the ability to customize and upgrade weapons and power - ups, no two rounds are alike.
Throw in quite a few bullet - hell situations in which players must take out different enemy turrets, ships, or even boss ones, and you already have the making of a pretty stellar experience.
Each school has several different classrooms you search to uncover clues about where to go next, the location of the boss, and hints for future puzzles (various Sega characters will also make cameos if you perform the right action in the right spot...).
There are 6 main stages (plus a final boss stage & tutorial stage) but each stage is made up of 2 different levels, each of which is about as long as a typical shmup level and ends with an impressive multi-step boss.
You'll eventually unlock more and more weapons by finding Golden Scarabs lying around, but the weapons don't really make that much of a difference when taking on different enemies or bosses.
-- Procedurally generated levels — Sword and sorcery setting — Fast paced combat — Local co-op — Local death match (at least for two players, maybe up to four)-- Chip music made with the legendary SID chip used in the Commodore 64 — Different weapons and equipment — Multiple bosses
You'll paint moving walls and try to time your ascent, you'll load sponge cubes with paint to make them expand into usable platforms and you'll come up against an array of Octarian foes and bosses that force you to use your paint guns in different and clever ways.
Hearing the different voice of the team boss or engine supplier congratulating you on winning a race or championship would make a huge impact.
A side scrolling 2D platform game, Caveman Warriors sees up to four players make their way through each of its levels, each set in a different environment and each with its own obstacles, enemies and boss fights to get through.
Moving forward, the mixture of known ambush spots being different, and even a boss showing up where I don't remember him being, made it hard to trust my existing experience.
After making your own party of characters, you can set off into one of a few different landscapes to battle bosses, hunt down bounty targets, explore dungeons, and other such things one would expect from an actual MMO.
Twilight of the Republic feels much more fun, Disney wanted each play set to feel different to not only one another, but also within itself, so having battles on different planets, boss fights, pod racing and space battles, all make the play set feel very enjoyable.
For example, the two - legged robot makes a reappearance, but the fight is different enough that the similarities are only cosmetic; and the boss - running - around - a-tree fight is back, but it's optional, and you beat him with a different game mechanic (Cloud Mario, mentioned later).
Of course the missions are different and the ghost combos are differnt, but it's the same floor plan and general layout to explore, and the Tough Possessor makes a return as the area boss (albeit with new attacks and a more challenging attack pattern).
Each of the fourteen bosses aren't too different from each other, which makes sense since as they are all related, but they still offer a challenge.
What's really different though is that you don't play as the boss and make a customized character.
Complex, replayable, and offering a wide range of different gameplay experiences, Deus Ex: HR doesn't come flawless (long loading times, occasional bugs, forgettable boss fights), but it's a game that fans of the original don't want to miss, as well as everybody else looking for a game that makes you really play with it.
(Indeed, a letter written on NASA - headed notepaper by Hansen's boss, Michael Griffin, would make for very different reading.)
«I am not the boss of any court — I simply make different types of decisions from other members of the judiciary.»
• Eye of Obsidian adds a brand new chapter in the ReCore story • T8 - NK Corebot • 2 New Overworlds • 10 New Dungeons • Dynamic sandstorms in Shifting Sands • 3 new weapon modes for Joule's Energy Rifle • When dying reload times for combat encounters went from 30 - 60 seconds to < 5 seconds • Restarting traversals and arenas are now instantaneous • Added P - Cores for additional game play rewards • P - Core requirements fixed to a single value for the entire E-Tower • The Map displays everything that needs to be collected (audio logs, chests, prismatic cores) • The Map shows all visual parts of dungeon maps • Objective Markers improved • Fast Travel points now allow the player to complete Stash Transfers, Swap Cores and set Companion Party Configuration without having to go back to the Sandcrawler • The player can now warp anywhere there is a Fast Travel node via the Map • Intra-Level (e.g. within The Cradle) fast travel warping is now instantaneous • Added new Fast Travel nodes (Granite Steps, Lonely Basin, The Cradle) • New AoK gear for all Corebots • Armor stats now make each set vastly different from one another • Blueprint Inventory now sorts by Armor Type, Color and LVL requirement • Improved the Combo Meter • Enhanced visuals (increased resolution and HDR) • 20 New Achievements • Increased level cap from 30 to 40 • 4 new bosses and Tank challenges • Dialogue from Corebots and Violet is no longer in the Corebot language and is now readable
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