Sentences with phrase «often during missions»

But things fall apart so often during missions that everything is sadly ruined.

Not exact matches

No, it is not about either one of these things, even though this is often the way you hear it taught in sermons and during Mission's Conferences.
During short - term mission trips, we often ask the question, «What am I going to do?»
The RAF's young fighter pilots often flew four or five missions a day, in the most physically and mentally taxing circumstances imaginable; fully one - third of them were killed, gravely wounded (often by horrible burns), or captured during the Battle of Britain.
Rather than providing access to numerous weapons, Sleeping Dogs only provides weapons during missions, and often only when taken from opponents.
Snake built a smooth relationship with the less experienced soldier Meryl Silverburgh in Metal Gear Solid, and she often helped during his mission.
Moreover, education - school officials often make it clear that they do not see their mission as weeding out students during their course of study.
Often, the game will become somewhat pixellated, with many jagged edges around the various objects on - screen — one of the times this became more apparent was on Mission 2, during a boss battle in a flaming building.
During the adventures to the Nazi homeland, players are often placed in situations in which they'll need to assist squad mates, save them from an attacking enemies — moments known as «Heroic Actions» — or rely on them for refilling ammunition, stocking up on grenades, spotting enemies and providing health kits, to ensure you can keep on your feet long enough to see the end of each mission.
Furthermore you're often given the choice to go in guns blazing or stealthy during the primary missions, although you will find yourself hemmed into specific styles quite a bit as well.
During free time you can take on Missions, which often require you to go to the Common and do things such as defeating certain enemies, picking up a certain number of items, or crafting items and going back to talk to someone at the school.
Huge open world, good crime story with three different endings, three playable characters each with their own special ability and dialogue, lots of weapon choices, fun things to do during or after the story (parachuting, shooting range, racing, and going to the movies just to name a few), often funny and bizarre «Strangers and Freaks» side missions, and all kinds of vehicles to drive around the huge open world.
This means you can open up shortcuts during missions and often stay clear of larger groups of guards.
These individuals are found either during missions or simply out in the open world, often surrounded by a lot of support.
The general cat - and - mouse missions remain the same, and still often end in a pile - up of kills, but there are new modes like one where you must not become infected with the plague, and if you do must infect other gamers, which is set during the crusades.
During each mission, events happen that will often require you to take a character and slice through huge enemies to save a random person, or to close a portal that powers the boss and summons more enemies.
For starters, the cutscenes often ramble on for way too long, to the point that the mind starts to wander during some of the optional missions.
When the characters are in close proximity to one another during missions, switching between them happens instantly, which is all great as a break could have ruined the often exhilarating flow.
These missions often feature mechanics that aren't used anywhere else in the game, like the interrogation mini-game you play during a police investigation to discover how a missing rookie wound up locked inside a crate.
Factors that may lead to impaired communication during the reintegration period include emotional numbing or avoidance in the service member secondary to post-traumatic stress or depression and unwillingness to talk about wartime experiences, including (often legitimate) concerns about exposing family members to violent or graphic contents, fears of being negatively judged, or the need to protect mission - related information (Lincoln et al. 2008; Riggs et al. 1998).
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