Not exact matches
So even though spending too
much time behind a screen may not take an immediate toll on a child, could it affect his
long - term brain
development?
The flood this
time around goes back to
Long and some shady
development deals, and one has to wonder why God cares so
much about the material possessions of a bunch of well - to - do people in a gated community when there's so
much of more vitally important things going on in — well, throw a dart at a map and you'll hit something.
While
much of the original script remains the same, screenwriters Steven Chbosky and Evan Spiliotopoulos, as well as
long -
time Disney composer Alan Menken (who also wrote for the original, along with the late Howard Ashman), sprinkle in just enough new material and character
development to help it feel fresh.
Moreover, he pointed that they were glad to have this
much development time from Sony as it took Guerrilla a
long time to nail down the combat and make it feel as good as it does in the final version.
Novels can be put down and picked up again at will, allowing
much greater freedom for
long expository sequences and character
development, and yet the skill of a great filmmaker is to convey the information concisely, such that we feel we know the characters and plot as well as were they written, but within the
time and attention - span limitations that are inherent on screen.
So children are being denied independent and guided reading
time with texts of high interest and potential access and instead are handed texts that are
much too hard (frustration level) all year
long without ever being given the chance to grow as readers in their Zone of Proximal
Development (pardon my reference to those pesky educational researchers like Vygotsky.)
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too
much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation
time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play
much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each
time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the
development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the
timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too
much - Inklings don't care about appearances, as
long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
- 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
It's not something I'd really criticise too
much in a game, but given the
long development time and decent funds raised in the Kickstarter I expected better.
Not
much I can comment on yet, but we are working more than ever on getting the whole company behind the franchise; not only for
development of the game, but events, community activities, and also merchandising — not to make more money per se, but to try to provide a lot of exciting things surrounding Tekken for fans who have been wishing for this for a
long time.
I mean, there are all those recent Telltale Adventure games out to use as examples - often with comparable or smaller budgets, several have
much more comparable 3D with a 2D effect on them artstyles, they're on a similar
development time frame yet delivering many more episodes that are all
longer to actually play, they're also actually being funny / interesting / heart - wrenching - and yet they go unused.
I personally thought Sanzaru's first game was alright, but I think with a
longer development window they could make a
much better title the second
time around.
Jelle Bijma http://www.awi.de/People/show?jbijma seems to have a sufficiently solid scientific background, even if his research interests — Ocean Warming and Acidification; Proxy
Development and Innovation; The Earth System on
Long Time Scales — are ones we see too
much confidence about in the broader debate.
For the most extreme scenarios and for the
time scales of several hundred years or
longer much uncertainty remains, but
much uncertainty remains also on the significance of the
development after we have reached the maximum and the concentration has turned back on the lessening trend.
We see this mentality frequently displayed in law firm partners who prefer to record 1,800, 1,900 or more billable hours each year, in order to earn fees now, rather than devote some of that
time to business
development, client relations, and the professional
development of others in the firm — all of which have been demonstrated to produce
much greater financial returns
long - term.