Sentences with phrase «much character growth»

Not exact matches

Tough's tour of institutions that seek to inject character range from the Knowledge is Power Programme (Kipp) and junior high in the South Bronx to the well - heeled New York suburban Riverdale campus, where many parents hamper their child's character growth with too much cosseting.
Evita requires so much continuity and growth as one single character, and Madonna sold me on it.
There isn't so much growth on the part of his trio as there is a clarification of the stratified stereotypes in which each of the characters is straitjacketed.
Etrian Odyssey IV: Legends of the Titan is a dungeon crawling RPG that emphasizes careful exploration and character growth just as much as battle.
The problem with this is that not only does it become ridiculous that everything is linked to Bond, but we shouldn't want too much growth in the character.
Although we can also see how much Sophitia's character design has changed over the years as well, and surprisingly, things began very humbly before she had a... ahem, growth spurt.
Finally, characters» growth could be affected by equipping items called Capacity Cores in a system much akin to Final Fantasy VII's materia.
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
Growth; that's the first word that comes to mind when thinking about Uncharted 4: A Thief's End, it manages to accomplish maturity and evolution while retaining all of the key features the series is known for, the story this time isn't so much about characters rejoicing and chasing glory and fortune, but rather about the them being grown up.
This makes tracking your characters» growth much easier.
CPPA also offers members a much more extensive reading list on many of the most popular topics in positive psychology, such as the nature of well - being, character strengths, meaning, flow, the benefits of well - being, biological correlates of well - being, predictors of well - being, cross-cultural differences in well - being, relationships, positive institutions, resilience, post traumatic growth, and positive interventions.
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