Sentences with phrase «player feel like they are in control»

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.

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.
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
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.
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.
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.
«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.
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.
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.
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
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.
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.
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.
By looking at the TV to identify your target and using the motion controls on the Wii U GamePad controller to aim and shoot with precision, the game lets players feel like they are right in the pilot's seat, especially when using the game's «3D Voice» feature to hear squad - mate audio directly from the GamePad.
The controls do feel a bit tight, neither Mordecai nor Rigby can sprint on their own the player has to press and hold the Y button to sprint.Though in a game like this that does make control of the characters on screen cumbersome in spots, especially with the tight and precise jumps that are needed to be made through a single level.
As a result, they know what they are doing when it comes to making racing games that allow the player to feel like they are in full control of the cars they are driving.
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