Sentences with phrase «pacing of the game often»

Despite the innovative gameplay concept, pacing of the game often falls too slowly.

Not exact matches

but well the reality is mert often plays against faster opponents and we do nt lose that often... but i know the doomsayers here will say «told you» when mertesacker is beaten because of pace... but guys do nt be stupid to be right isnt really that difficult if you predict something before EVERY game... and mert almost always proves you wrong..
It's not very often that the Blues defender has a bad game, but he struggled with the pace and trickery of Swans winger Jefferson Montero and Ivanovic will be keen to move on as soon as possible.
For example 4 -3-3 concentrate less on playing in the centre and attempting to dominate it as it's contest Arsenal will win and take advantage of the fact that the full backs haven't got pace, which normally means the defensive midfielders or center backs often end up doubling up on the wingers... thus clearing a space in the middle and allowing people like Ozil and Giroud to play to the strong points of their game.
The new stopper is expecting it to be a lively encounter as well and he knows that thge pace and intensity of football in England can often take players from overseas by surprise, so he has been working hard on certain parts of his game in order to cope.
They blitzed the opposing team with high pressure, they controlled the pace of the game and they often orchestrated superb counter attacks.
His performance vs Newcastle on Wednesday saw him play in the number ten position and he ran the show, dominated the tempo and pace of how we played whereas he's often been left isolated on the left wing where he can't influence games in the same way.
ZombiU is awkward, ugly, crawling in its pace, and often nonsensical with its narrative... and I remember when horror games weren't ashamed of any of that, even actively exploiting it to create alienating, frightening atmospheres that stuck in a players» memories and made them too spooked to want to take another step forward.
The volleyball team is just the right size for a manageable ensemble, the games are fast - paced and often exciting, and the foley artists have fun with the litany of satisfying thwacks and thunks created by various serves, bumps, sets, and spikes.
Divekick is a clever proof of concept for a fighting game reduction, and while that concept never quite turns into a fighting game great, it remains a precise and fast - paced alternative in a genre where it can often take hours just to get a grip on a single character.
With its fast paced, often acrobatic combat, Nioh is a Team Ninja game through and through, perfectly matching the signature hack - and - slash style of Ninja Gaiden, but with plenty of new twists.
Unfortunately, these ghost chasing segments often break up the pace of the game.
Yakuza's cast is so often made up of sharp - dressed men from big cities that it's a pleasant change of pace to head to the countryside in this game and hang out with simpler folk who are lower — a lot lower — down the criminal family tree.
and you are not buying games for it!!!! ----------------------------- ---------------------- Point 4: The PS3 kept pace with the 360 during a time when developers had yet to really grasp the complexity of the PS3's hardware, and multiplatform games were often inferior on Sony's machine.
«Point 4: The PS3 kept pace with the 360 during a time when developers had yet to really grasp the complexity of the PS3's hardware, and multiplatform games were often inferior on Sony's machine.»
These pacing problems effect the core gameplay as well, as the lack of narrative progression often means there's no sense of reward from completing puzzles early in the game.
obviously it's the players themselves that often decide the pacing, and so at the moment there's a considerable amount of people trying to play the game in a more run and gun fashion, but happily those people are getting destroyed by the more tactical team players who take their time and so things are starting to settle down as I write this review, allowing the multiplayer to find its true personality and pace.
Red Dead is certainly not for the impatient gamer, slow starting action and slower paced combat will put off a good few while the vast use of horse rides with AI will bore many others however these rides are often used to fill in story details.
Wandering around is also highly relaxing, as there's no breakneck pace or fear of failure so often found in other games.
None of these sequences are overly taxing, keeping the game pace moving forward, but they do often hide something else — Chronon Source.
It can perhaps be difficult to judge the depth of play that'll be available in the full, final release — as more commanders, unit types and game modes are made available — but in the beta too often would games fall into a similar pace to the last.
In the fast - paced and often fickle world of video games consumerism, initial success is never guaranteed.
There is so much content in this game that you'll quite often be pulled in many different directions at once but the main plot of the game will definitely keep you advancing through the story line at a solid pace.
Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity.
It's not a typically first - person shooter, it's not a slowly paced adventure game, and it's not a funky (although often interesting) experimental game that utilizes the features of VR.
Slow paced games of a certain nature, have a bad reputation, all too often if somebody hears that a game is slow they ignore it, thus failing to see what it was that it had to offer.
Divekick is a clever proof of concept for a fighting game reduction, and while that concept never quite turns into a fighting game great, it remains a precise and fast - paced alternative in a genre where it can often take hours just to get a grip on a single character.
Often filled with bizarre characters, discordant music, and lots of explosions, Treasure's games move at a frenetic pace, seemingly fueled by Lucky Charms and DMT.
Also, with the frenetic pace of the game, I often found myself trying to attack the assist character, since they bob around in the background, and don't really have anything that differentiates them from the main characters.
Then again, the structure of the overworld can often cause a great deal of endless wandering around, leading to unnecessary pacing problems which really take the fun out of exploration — one of the biggest pulls of a game of this nature.
The loading times are also a problem, as these are overly long, happen often and harm the pace of the game.
Jeff Marchiafava, who reviewed the game, suggests sticking to cooperative mode, as these objectives often feel pointless and slow the pace of the game while detracting from the plot.
While the PS4 version of the game runs at a silky smooth pace, the Vita's limited horsepower often causes the game's frame rate to dip considerably during encounters that involve more than a couple of hormonal harassers.
With its fast paced, often acrobatic combat, Nioh is a Team Ninja game through and through, perfectly matching the signature hack - and - slash style of Ninja Gaiden, but with plenty of new twists.
It's a shame that so often the pacing is broken to make you do uninteresting tasks to get back to the best part of the game - exploring the paintings - but that doesn't stop it from being entertaining, nonetheless.
In today's world of fast paced action adventure and FPS games strategy RPGs are often overlooked, or sometimes completely disregarded as a whole.
Traditionally, composers come in quite often towards the end of the project, but if that happens in a game that features a large open world like Ori, there's just no way that music can be adequately tested in game beyond the usual, which is checking loops, transitions, etc... A lot of the reason that Ori feels the way it does is due to pacing, both in the story and gameplay, and the music.
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