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.