Sentences with phrase «mechanics at»

Robert Occiogrossi: If there are deal mechanics at play that might affect cash flow or deal viability, these will ultimately require a business decision to proceed with a particular transaction.
The exact mechanics at play here are certainly complex and varied.
Grew up surrounded by the Automotive repair industry with both of my parents being experienced mechanics.Previously had a few Auto Mechanic jobs, as well i studied Auto Mechanics at
A Foreman working position is responsible for assigning specific work to the mechanics at Major shop and also for inspecting their work to ensure it is complete in a satisfactory manner.
If the car breaks down in the middle of the highway, the mechanics at roadside garages are not competent enough to set it right.
As far as servicing is concerned, a luxury car needs the touch of specialized mechanics at network high tech service centers listed with your insurer.
This is not because I am lazy, it is because the mechanics at the garage are better qualified than I am at auto mechanics.
My point was that Velasco dealt with the statistical mechanics at issue, and he came down strongly for isothermal, in agreement with Dr. Brown.
Since I know no quantum mechanics at all, one of the questions I had hoped some reader would resolve was how valid quantum - mechanical considerations leave Velasco et al.'s result (which assumes a continuous phase space).
When I wrote that I was thinking of those who really dealt with the statistical mechanics at issue.
«This type of two - body mechanical system has never been seen before, and is probably unique to soft, squishy animals,» said team member Jake Socha, an assistant professor of engineering science and mechanics at Virginia Tech.
Luckily the game does a decent enough job of relating the various mechanics at an adequate pace.
Even just seeing the early mechanics at work and having such a huge area — a massive map spread across multiple planets — to explore is a blast, and the story is still a ton of fun.
When there's depth, it can take a large paragraph or two to explain the mechanics at play, but on the opposite end, you may be clambering for anything to fill space.
You're then drip - fed various game mechanics at a reasonable pace (some which you expect from previous games are playfully teased until you unlock them), until you get to around level 10 in time to unlock the «Grinder», one of Borderlands TPS's headline features.
Enemy types and boss battles are also varied, and the game introduces new weapons and mechanics at an enjoyable pace.
Players will notice RPG mechanics at play in the direct mix of basketball and soccer, requiring players to manage the skills and shortcomings of each individual hero under his or her command.
Despite being a turn - based combat system without any truly remarkable twist, there are still some interesting mechanics at play.
Whilst the game will attempt to explain and introduce every mechanic early on; puzzles later in the game may use multiple mechanics at once in order to test your comprehension on how these mechanics actually work.
The mechanics at play here are plentiful, which makes this game stand out from the more simple anime - based fighters out there.
The game has very strong mechanics at its core, carefully balanced, that make it a ton of fun.
^ I felt precisely the opposite way about the puzzle mechanics - I think Nintendo's «blast through new mechanics at a breakneck pace» thing is a BIT light on reuse, but hell if I had the resources I'd do it too.
I do my best to keep myself in the dark about story elements or gameplay mechanics at IGC, so I had never heard that one of the subjects of To the Moon was autism.
Of course, the controls have also been tweaked to support touchscreens, meaning that the mechanics at work here are much more streamlined.
Origins is still a third - person affair full of sneaking and climbing, but there's a lot more RPG mechanics at play.
There are some truly astounding individual gameplay mechanics at work here, from the flexible uses of Yoshi to several of the boss fights.
The single player mode does an excellent job in introducing gameplay mechanics at an easy to grasp pace.
It's definitely not the most ideal way to move in a shooter, but lends itself relatively well to the all the other mechanics at play.
There's a neat sense of freedom to the basic mechanics at the player's disposal.
For a platformer, blobs have a lot of mechanics at their disposal.
You can almost always add new features, create better graphics, implement new mechanics at a later time.
It's a pretty straightforward affair that only lasts a few hours, but Splatoon constantly introduces new mechanics at a welcome pace, that sometimes only last a single level.
Unfortunately their is not in - game mic chat available, which definitely hinders the co-op side of the game, but given the simple mechanics at play, it's not a deal breaker.
There's also progressional mechanics at play too.
But it just throws exaggerated physics and zany game mechanics at you and shouts «Wahey!»
There are a few new gameplay mechanics at least to also take advantage of new heroes, though.
And sadly the combat is where the game kind of started turning frustrating for me personally as I did not enjoy the combat mechanics at all in this game.
The fighting mechanics at play are as fun as they're deep.
As a whole, the campaign does a fantastic job of throwing new mechanics at you at just the right moment, increasing your knowledge and improving your ability as you go.
The game tailors to the desire of hardcore players, using just about every combination of buttons the controller can supply, but introduces those mechanics at a digestible rate.
YouTube a walkthrough because I'm assuming this is your first go and it may be tough to get a grasp on its mechanics at first.
Beautiful, highly detailed courses zoom by in a blur that will leave you wrapping your head around the mechanics at first glance.
The combat doesn't get off to the same blistering speed as the story does, as the game spends the first ten or so hours slowly feeding you the basics of the battle system and this is a good thing, as throwing the unique and complex mechanics at once could've been too much to handle for some.
Core mechanics at the very LEAST ate expected to be familiar.
One of the things that I loved about the Definitive Edition is that it introduces you to new enemies and mechanics at a comfortable pace.
By the time players reach Nightmare, and by extension the home stretch of the game, Devil May Cry has imparted non-explicit lessons on all of its core mechanics at a respectable pace.
In treating a game's systems (mechanics) as ecosystems in which a player is free to use the mechanics at their disposal in a game world that is fully capable of reacting to them with depth and consistency (which, as counterintuitive as it sounds, often ends up creating interesting unpredictability for players), we start seeing games as true worlds for players to discover not just visually and thematically but in play as well.
The puzzles you encounter have enough difficulty to them to keep the game from becoming too easy and also introduces new gameplay mechanics at a nice and steady pace.
He goes on to say «None of the game's environmental puzzles require much brain power to solve but thanks to the various mechanics at play they remain interesting.
In our review of the game, our man Rory says: «None of the game's environmental puzzles require much brain power to solve but thanks to the various mechanics at play they remain interesting.
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