Sentences with phrase «other areas of the game where»

If they could have made it into the underpinnings of a stronger combat system, perhaps the other areas of the game where they played it safe wouldn't have seemed so grossly rehashed.

Not exact matches

We put the Ox in positions he doesn't want to play in, just so we give him game time, when he is one of our best players in other areas where we lack power.
Watford, westbrom, but to be honest i do nt blame losses on officials we get 90 mins to win games bit i think across the league its been poorer this year more than previous esp.linesman decisions i end up watching more than just the arsenal games but arsenal is where my heart and loyalty lies and its been week in and week across the league this year on officials i understand close offsides and fouls here and there cause football has a tremendous gray area in terms of constant action but linesman have missed multiple offsides by 5 yards and more and the consistency hasnt been there one week a call is this way next week the call is the other way but i am going to stop going on about officials as of now as you said and i agree its down human error an apart of the game
So I felt that Coquelin needed to improve this area of his game, because the stats comparison on Squawka.com between him, Arteta, Flamini and Schneiderlin clearly shows that this is where Coquelin lags behind the others.
Say what you will about other aspects of gaming, but one area where mobile games can frequently go toe - to - toe with those on other platforms is in their style.
Unlike other Animal Crossing games where you can be rewarded for doing things like preserving your town by keeping it clean and orderly, Animal Crossing: Pocket Camp almost completely disregards that in favour of compelling you to grind collecting materials from all areas the map has to offer, completing requests for the animals you encounter and crafting furniture, just so that you can level up, gain access to new items and do it all, all over again.
In addition, this also made us think about the other areas of our lives where gamification and game mechanics are making an impact.
The CEO Deep Sea Fishing Extravaganza package includes among other standard amenities two whole days of deep Sea fishing on your own private boat where you'll be with one of the area's best captains sparing no expense angling big game fish.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
There has been some very questionable choices regarding (lack of) exploration and stopping to smell the roses, but there are other areas where I don't think any other game this generation compares.
Because when I walked into the area where it became clear the game would suddenly turn into a turn - based tactics RPG, I was pretty excited because that's one of my favorite genres and here, after having turned into poor version of other genres before, I was certain that there's no way they can screw up one of these, right?
Now, all three have different aspects of time (none are of real - time), Link to the Past has no time in it's game, each area is of a different setting; you start the game off at night, but from then on you go to different areas where it rains only in one spot, it is sunny in the other, etc..
Features • Sci - Fi action / adventure combines aerial and on - foot combat for a totally unique third - person shooter experience • Will's jetpack delives total freedom of movement allowing players to race against UFOs in high - speed chases and rain death from above onto unsuspecting otherworldly foes • Speed and scale unmatched by any other action title: send Will zipping through tight corridors and then out into immense canyons and futuristic geoscapes • Gravity - defying vertical combat system, where moving up is the only way to bring your enemies down • Seemless transition between jetpack flight, ship - to - ship dog fighting and third - person shoot - «em - up action all exists within the same level — not broken up into different «areas» • Unique grip system that allows the players to scale walls by jumping from surface to surface and hijack UFO's while in mid-air • Huge bosses that require fast reflexes and aerial barnstorming manoeuvres to defeat • Developed by Airtight Studios, a new group featuring team members from the Crimson Skies series of video games
The level of detail when you're in the wasteland or other areas where you can see for great distances isn't quite as good, the game seems to be a bit more aliased, and the frame rate isn't as smooth.
Say what you will about other aspects of gaming, but one area where mobile games can frequently go toe - to - toe with those on other platforms is in their style.
Unlike other Animal Crossing games where you can be rewarded for doing things like preserving your town by keeping it clean and orderly, Animal Crossing: Pocket Camp almost completely disregards that in favour of compelling you to grind collecting materials from all areas the map has to offer, completing requests for the animals you encounter and crafting furniture, just so that you can level up, gain access to new items and do it all, all over again.
In a Mario game, if you jump on an enemy, it might lead you to jump on a slew of other enemies to potentially give you extra lives or perhaps it allows you to reach an otherwise unreachable area where there is a secret exit, a coin room, etc..
A number of the Elder Scrolls games have similar areas and enemies (for example that one quest in Morrowind where you have to transport into a room totally separate from any other area that exists basically in a void and fight a unique enemy), and for an example of story, that hidden Prothean orb in the first Mass Effect game that gives Shepard a flashback of Protheans observing and messing with caveman - era humans is haunting and unlike anything else in the game (and sadly pretty much never gets explained in the rest of the franchise).
While I said you are mostly just attacking the hearts of your opponents, there are other game modes where you compete in a King of the Hill scenario to hold onto point generating areas and get a higher score than your opponents, and a capture the flag scenario where only one narwhal has a heart and has to keep away from the other narwhals who will steal it if they manage to pierce it.
There are several heist based awards and medals listed on the source which point out to the regular heist styled games but details regarding blood money are unknown and it can revolve around robbing banks then leaving the area safe and sound which is similar to what Titanfall does at the end of the game where the loosing team runs away from the locating while the other team has to hunt down the remaining survivors.
The whole rhetoric of minimalism was about surpassing the games of highs and lows, where composition would stress some areas while underplaying others, and instead creating fields of robust sameness where every section of a painting was affectively equal to every other.
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