Sentences with phrase «player feel in control»

It's a brilliant way to deliver both plot and needed info, and makes the player feel in control of how much or how little of the game's extra info they really want.

Not exact matches

Once the players are on the field Wenger seems to lose control of his players and they do what they feel like, how can a coach make such a statement like that in public.
With Arsenal in very good form and on a good run of results, the manager clearly feels that confidence is on our side and it seems as though the boss will draw on this confidence to make sure that his Arsenal players control the game from the start.
Hopefully there will be a director of football that can build a better team next season, because I feel Arsenal is weak in player transfer department, due to Wenger's total control and authority.
not really making the news, the atmosphere on last wednesday was really strange, silent, step by step to normal football, but you can't throw away your thoughts immediately, I just got a glimpse of Enkes personality during a film of him shown before the match, I can't realize how hard it must be for his wife to lose him, tomorrow the players of Germans first Bundesliga will wear a black ribbon again, but I think it won't affect the atmosphere like it has with the national team despite of Hannover of course, people will be enthousiastic again, but there is the idea of an «Enke donation» which I like, will keep his name alive, will take some positive emotions on this tragedy and a kind of appeal for everyone to reflect the important things of life and control your own behaviour, I hope so at least, and I hope his wife will cope with that situation, and again: it was really hard for the German nationl team to play under these circumstances, to lose someone close in this way is hard to deal with, on the other hand it causes a close solidarity feeling I think, but of course the world will not change, things are returning to the old soon, but nonetheless for me this tragedy is a kind of human wake - up call, at least a call and then you continue
Becoming a professional footballer requires serious commitment and involves accepting restrictions on personal freedom, rigid codes of conduct and being under near - constant surveillance — all of which, you would imagine, might well have a damaging psychological impact in terms of players feeling that they are not in control of their own lives.
It is like the media feel they control everything when it comes to Manchester United whether it be talking about players who arrived at the clubs training ground in a gloomy mood, reacting to images of the players or just having a go at Mourinho for something or other.
Also I want to increase my speed and acceleration and as a football (soccer) player I practice my shooting technique, dribbling, new skills, control of the football... All these basic drills as I feel training the basics are the fundamentals of going anywhere in life.im more used to sharper and faster movements and quick reactions due to an opponent reading a specific move I make so I need to react and change direction or come up with a skill to beat him.
The control scheme is easy to come to grips with and player movements are incredibly responsive yet the entire system takes time and patience to master before you're scissor - kicking goals, leading to a balanced affair that makes matches, especially against online opponents, feel much fairer than the one - sided thrashings inexperienced players may have encountered when venturing online in previous titles.
Her line readings are delightfully unexpected, and, while so many other players in long - running series dial up their characters into loud caricatures as their shows trudge on, Dunham still feels very in control of the hurricane of ambling angst that is Hannah Horvath.
The control schematic is very similar and the play style is also quite similar in the sense there are always numerous enemies and allies on the field, typically with a singular objective but with many side missions available to complete for a higher rank upon completion, the animation is smooth and fluid which allows for veteran players of the style to easily pick up the controller and feel right at home and the schematics are laid out in a very user friendly way so that even someone who hasn't played the style of gameplay before can learn quite quickly and without too much hassle.
The inclusion of such a robust system may be a welcome addition to some players, it does however leave you feeling like you have too much control in a game where you should be dreading every encounter.
Racing mechanics also receive substantial changes in Reckless Racing 2, exchanging the «floaty» and hectic feel of the original for a driving system that imbues much more control to the player.
Disney Infinity is an amazing game with faults which lie most often in the playsets themselves and some of the poor vehicle controls and inconsistent player training, which feel a bit like the growing pains that we saw in early sandbox games.
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«The gameplay is very much a return to the feeling of the original «Sands of Time «trilogy,» said Level Design Director Michael McIntyre in an interview with MTV Multiplayer, addressing concerns that the recent reboot featured too many canned animations, making players feel like they lacked direct control over the Prince's acrobatic actions.
Adding to that, when transitioning from flying high, to twisting and turning in amongst the city streets, there needed to be something that helped the player retain some control and not feel overwhelmed.
With the various districts sitting in the middle of the table and player's armies surrounding it, taking control of Gateway city intuitively feels like it's the primary goal of the game, and yet once everything ends each district you currently hold is only worth a single point.
The only time you get to see this in action is when the game commands it so, generally making it feel like a wasted opportunity for the player to have some real control over these timeline changes.
• Unlock 8 unique characters each with 16 moves and over 100 transitions between them • Find your style with innovative freestyle controls that perform toprock, downrock, power, freeze, and combo moves • Win over the crowds with a scoring system that rewards musicality, originality, feel, and style • Dance in many different locations, either in solo freestyle mode or two - player local party mode • Stylized hand - drawn animations by JonJon • Original music and sound design by Kid Koala
The motion controlled camera feels fluid, and though at first it felt shoe - horned in, for younger players it's likely a totally natural way of manipulating your viewpoint.
The recent Battlefront's X-Wing VR mission is arguably the closest players have gotten to feeling like they're behind the controls of a bonafide Star Wars space fighter, but before that, the gold - standard in this regard was (and still is) Star Wars: TIE Fighter.
We're using the new DUALSHOCK 4 controller for the PlayStation 4 in some really cool ways to bring players even deeper into Second Son with new gameplay controls and mechanics, making them feel like they're superhuman themselves.
Giving all the nostalgic feels, in 1942 Mobile players take control of a vintage warbird and participate in air battles to challenge the enemy's army.
The game has players control Link for what might feel like the 80th time in his quest to save the kingdom of Hyrule and Princess Zelda from the big bad Ganon who keeps kidnapping her and locking her up.
GR does an incredible job of mimicking the movements and strategies of soldiers in the field, while simultaneously giving the player a feeling of complete tactical control.
While the blank slate model for a mostly - or - totally - mute protagonist in the past may have allowed players to roleplay a certain kind of hero, I have enjoyed Persona 5's approach much, much more and feel very happy controlling the main character, even if it's just to watch him spin his pen one more time.
The ability to jump in a first - person shooter gives the player more control over the environment, which makes the game feel less linear: jumping out of a window is more satisfying than backtracking to look for stairs.
The control scheme is easy to come to grips with and player movements are incredibly responsive yet the entire system takes time and patience to master before you're scissor - kicking goals, leading to a balanced affair that makes matches, especially against online opponents, feel much fairer than the one - sided thrashings inexperienced players may have encountered when venturing online in previous titles.
Gal * Gun 2 has done away with the first game's linear structure and replaced it with a more open approach that allows for players to feel more in control.
The multiplayer looks and feels almost exactly like single player, with only a tiny reduction in certain effects and the controls are sped up a bit
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in thplayers to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in thPlayers can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
Uncharted 4 showed how it is cleverly scripted; it allows the player to feel in control but is actually leading them through the journey completely.
To veteran Souls players, the game works the same way it has for a while, so control type and such are still the norm although it feels to me that the battle styles have been amped up a bit in terms of speed.
They made these events fast so you get get back to the focus of the game, but still made the player feel like they were in control.
The 2016 indie title One Night Stand throws players into a situation with a female character who clearly has her own feelings and her own desires, and communicating with her is a matter of trying to find some common ground for mutual understanding, not one in which the player is in total control of the situation.
But the player feels more in control, and that's absolutely the key to get it to feel right.»
Companion dynamics in games almost never model what equal footing, cooperation and collaboration in a relationship might look like, but instead serve to make the player feel like the center of the world, the one in control, which is not at all a model for healthy relationships.
This combination of heavy firepower with heavy weight means that Mommy's Best gratefully avoids the common pitfall that most Western developers make with games featuring robots, by thinking of them as human analogues rather than as vehicles when the game should properly allow the player to feel in control of a machine rather than a man.
However, in the game's biggest set - pieces control is largely taken away from the player, so the reduced level of responsiveness is never an issue, although the drop in fluidity is clearly felt.
The combat in the Wii U port is very similar to the Gamecube version; the controls feel right at home offering far more precision in executing the combat inputs, and having a full 360 - degree camera allows the player to really take in the environment.
When these changes are paired up, a player can truly feel like he or she has full control over the game and is able to hit receivers in ways the game simply wouldn't allow in past versions.
In his earliest prototypes, Zeke drilled deep on one aspect of his design that he could polish from the start: the game's feel, how the twin bodies move through virtual space and respond to the player's control.
Since each vehicle is virtually identical to the other in both controls and handling, these additions don't offer any advantages, but it's great that players can make each car feel like their own.
Older readers will know what we mean when we refer to this as «Rise Of The Robots Syndrome» — the much - hyped fighter prided itself on how slick its movements were but by stealing so much time from players, you never truly felt in control and the game ended up frustratingly unresponsive.
The player actually feels fully in control in taking those all - important head - shots and the ability to look where you want, unencumbered by the inadequacies of the digital buttons makes all the difference whether in terms of general traversal or gunplay.
Save for the challenges which task gamers with movement in the Z - axis, such as a variant on Whac - A-Mole where players reach forward and back in space to pound on the heads of springing felines, most of the title's trials feel responsive and control naturally.
Players now transition more smoothly from one animation to the next, which makes you feel more in control of everything you do.
More importantly, bad jumping is incredibly dissonant — if players feel the movement controls in the first 15 seconds are clumsy or sluggish, they are likely to extend this prejudice to the game as a whole.
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