Sentences with phrase «mechanics are on point»

Not that it would matter so much if the genre mechanics were on point, but even here Bernstein and Greer come unstuck.

Not exact matches

In this regard, most applications of gamification are missing the point; they focus on peripheral or secondary mechanics instead of the ones that really work, motivating people to use the product in a way that highlights the product's benefits and adds real value along the way.
You will find that the fields around these point particles are infinite, leading to inconsistencies such as infinite mass and infinite charge and so on (especially in quantum mechanics).
As David Griffin points out, the great successes of science have come from studying aggregates, such as balls on inclined planes and solar systems, where Newtonian mechanics or the Cartesian system applies (RS 24).
We don't know that Stanton isn't in the cage working on his swing and approach, we don't know that Andujar isn't taking fielding practice, we don't know if the pitchers aren't watching video and trying to fix their mechanics or release point or working on their pitches in bullpen sessions.
We've seen a few dodgy issues with wheels not going on properly this year - McLaren had an embarrassing fail in testing, Haas lost a chunk of points in Australia, and Ferrari mechanic Francesco Cigarini was left hospitalised with a broken leg in Bahrain.
Club - head speed, angle of impact, the path of the club and point of impact on the face are all revealed in an enlightening display of swing mechanics.
Servo Mechanics A Servo Shop is responsible for maintaining the electronics on the 300 - pound servo motors that point the antennas.
i do nt have words to explain how good the visual quality of the game is, i mean from the moment game starts everything seem real and as if ur are playin a movie... gameplay mechanics are tigher and interchange b / w first person and third person is smooth... also the drebin points improves longevity of the game... but all i can say about the game is from the moment its starts and ends... u on every occasion u praises KOJIMA for his fantastic work..
i do nt have words to explain how good the visual quality of the game is, i mean from the moment game starts everything seem real and as if ur are playin a movie... gameplay mechanics are tigher and interchange b / w first person and third person is smooth... also the drebin points improves longevity of the game... but all i can say about the game is from the moment its starts and ends... u on
This might sound a little beside the point with a murderer on the loose, but Beast is less concerned with the usual whodunit mechanics than the queasy climate of suspicion the murders have stirred up on the island, and the way in which Moll responds to it by crazily — yet also in a sense horribly understandably — doubling down on her outsider status.
Game mechanic, level design - i liked it, but what i didn't like is that the game didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this game.
Peter knows capturing Big Foot on camera is the coup he needs to save the show, so he takes on Calhoun's niece, Cheryl (Ashley Scott), as an assistant, hires an alcoholic auto mechanic (Kevin Hefferman) to serve as animal handler, replaces Milas — who claims he's too old to make the journey — with his chronically stoned nephew, Junior (Justin Long), and points the «Strange Wilderness» RV south.
It creates a sense of purpose and duty in the job you set out to complete, and you desperately want to complete the task at hand, however, the almost complete lack of instructions on advanced yet core mechanics of the game will definitely be a point of frustration for gamers who have not previously played Spintires.
Still now I'm learning new things within the game, but at no point did I ever feel like I was missing out on any mechanics to the point where they were detrimental to me.
This dichotomy is certainly false, as Crawford points out, «If diagnosing machines could be reduced to simply following rules, a diesel mechanic working on heavy equipment in the North Dakota oil fields would not be earning $ 100,000 a year.»
This is a challenge — especially to all those deeply reliant on PowerPoint — but is still missing the point — by still being focussed on the mechanics of the cpd sessions rather than the deep developmental part of the process.)
This is what Kevy said Agree with some points on this, but i have been a mechanic with Land Rover -LSB-...]
Agree with some points on this, but i have been a mechanic with LandRover now for 8 years.
I've read on the internet, in a couple of maintenance books and asked a few buddy mechanics and they all seem to point to the fact that a healthy diesel engine should not produce black smoke and that the common reason why this happens is because of too much fuel to not enough oxygen leading to incomplete combustion.
Now that it has 110,000 miles on it, it has become a bit rattly although it is hard to tell if that is a bad mechanic job (at one point apparently they reattached the bumper with no screws).
Of course that doesn't mean a developmental editor won't point out issues with mechanics or a line editor won't make suggestions regarding characterization, but the focus of each type of editing is essentially different, and by the time a manuscript is ready for line editing it shouldn't have many big - picture issues left, which allows the line editor to focus on your lovely prose and how to make it even better.
So, the point is that focusing on the actual process and mechanics of trading is far more important than trying to make a lot of money on a small account.
The newest touch to the Souls - inspired mechanics is the ability to choose specified body parts based on if they are weak points or not.
It's your job to score victory points and thereby defeat the other players, with the exact method of scoring points changing based on which of the three missions you undertake, but we'll get back to that later on as all the gameplay mechanics remain the same regardless.
Thomas, I loved this because I wrote something along similar lines last month (was on the Rock Paper Shotgun Sunday Papers) which takes a different tack: I traced the evolution of the dominant shooter mechanic and pointed out the pursuit of photorealism will be the death of the genre.
As you can see in the above screenshot, Jengo's User Interface hinges on simple, yet very efficient mechanics, and is very true to that old - school, point - and - click adventure genre.
We're at a point where graphical technology is almost as good as it can get already, which means games for new consoles will have to focus more and more on their own aesthetics, themes, narratives, and game mechanics, and I just don't want to see a whole new video game generation stagnate and bomb because games start looking all the same.
Developer Omega Force have created a traversal system that makes for the smoothest swinging mechanics since Spider - Man 2; using a harness that can anchor to any nearby point, getting about the environment in Attack on Titan 2 never ceases to be a joy and you'll soon be chaining together swings with well - timed speed boosts, activated by pressing X.
There's a limited fast travel mechanic, activated about half way into the game, allowing you to place a Ferrystone at one point on the map.
All of these things, while valid on their own, tend to point to a more critical core issue — the core game mechanics aren't enjoyable.
This leads on to another highly interesting point; even though games like GTA are available on iOS and Android, the chart is topped by games with simple mechanics and focus.
The Rage mechanic itself is useful and the additional choice of momentarily spicing up one of your powers enticing but it's far easier to simply not put skill points into the more pointless modifiers than worry about turning them on and off.
Not all remakes are good, but those that are provide a new way to enjoy old titles with modern engines and mechanics, and are a great jumping on point for new fans who may not be as interested in playing an older title.
Considering it was only a few days ago I was voicing concern over the lack of detail on the gameplay mechanics, this is a welcome burst of information, but it's worth pointing out that we have yet to see any of it in action and that everything you have read above is second - hand information.
In our review we brought up many of these points as well, giving it an 8 mostly on potential and mechanics, and recognized that the experience of playing Destiny is one that is in flux, the game was set to evolve and change over time.
A key mechanic of Ubisoft Game is that control points on the map need to be «captured» to unlock particular areas.
It's too bad, however, that Dual Destinies lacks some of the cool play mechanics from past Ace Attorney games — specifically touch - screen fingerprint analysis and the ability to examine evidence in 3D at will; the former is especially odd because fingerprinting becomes a focal point on a couple of occasions.
Phil Theobald and Mohammed Taher come on the show to discuss an oft forgotten Mega Man game that was a turning point in the franchise's mechanics.
Tom's review of Dead Man's Draw on the iPad lauded the mechanics, but did point out the in - app purchases were annoying.
The two easiest difficulties (easy and normal) also include chance time mechanics, where you must be able to hit most notes in a section and then get at least a good rating on the last note in said section in order to rack up a huge amount of points.
Most who've seen Hudson's Tower of Shadow can think of at least one existing game or property to compare the Wii platformer to — several have pointed out the similarities in mechanics and concept to Shadow Physics, and I like to think it's based on the concept of Peter Pan's untethered shadow, but the most common comparison is with Team Ico's games.
While World of Final Fantasy is full of neat new mechanics, the game also relies heavily on genre tropes that are, at this point, almost too tired to be forgiven.
Here is a genre in which a great deal of effort goes into the framing story — and, perhaps even more to the point, the games tend to advertise themselves on the basis of that story, in contrast with many sorts of casual games that advertise themselves on the basis of the mechanic.
Every feedback point is spot on and forces rethinking / potential adjustment of mechanics and / or rules until everything feels just right.
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
``... based on Jules Verne's novel, it's a super charming piece of interactive fiction wrapped in very pretty point & click adventure clothes, with some light economy and trading mechanics, and really pleasant written bits of color at every stop that flesh out the world...»
Thankfully, there's an excellent tutorial (voiced by Grandmaster Flash) that sets you up with the game's five core mechanics: button taps, crossfades, effects, scratching and Euphoria - this incarnation's Star Power equivalent, and soon you're on your merry way, treading the remix road to stardom via 24 sets of 3 - 5 songs each, earning points and elusive stars for your troubles.
Be aware this puzzle platformer doesn't have a traditional jump mechanic as Daniel points out in the video, so you'll need to be clever on how you get arounBe aware this puzzle platformer doesn't have a traditional jump mechanic as Daniel points out in the video, so you'll need to be clever on how you get arounbe clever on how you get around.
Hero Mode is a perfect entry point for newcomers as it focuses on the story of an individual character while teaching players the mechanics and goals.
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