Sentences with phrase «players into death»

Not exact matches

SEE ALSO: Arsenal youth team jumped cabs and went minesweeping in Ibiza PSG fan stabs friend to death over Barcelona banter Young Yaya Toure dived into freezing water fountain to catch $ 1 coins thrown by Arsenal players
The introduction of Diego Costa and Eden Hazard midway through the second half had a positive impact, with both players going close as we searched for a way back into the game, but although Gary Cahill reduced the deficit right at the death with a close - range effort it arrived too late to prove significant.
The tragic deaths of two otherwise healthy 17 - year old high school football players from hyponatremic encephalopathy in 2015 (5, 6), however, underscores the need for more education towards translating evidenced - based science into practical advice for athletes.
Steve: Carson is obviously talking about the NFLs concussion crisis, the head trauma faced by players has been a subject of discussion for years now, but it really exploded into the public consciousness with the death of twelve - time Pro Bowler Junior Seau, who took his own life on May 2nd.
This slower type of axon death may happen when someone suffers mild but repeated brain injuries, exactly the kind that football players experience as they crash into each other in game after game.
The idea here is to turn life into a board and the players — Brooks, Max, Annie, determined Kevin (Lamorne Morris, «Barbershop: The Next Cut»), gentle Michelle (Kylie Bunbury, «The Sitter»), birdbrained Ryan (Billy Magnussen, «Bridge of Spies») plus crafty Sarah (Sharon Horgan, «Death of a Superhero»)-- into the pieces.
The movie may not turn 66 - year - old Danny Trejo, a longtime supporting player who brought his bronzed biceps and ravaged look to disposable thrillers like Death Wish 4 and Maniac Cop 2, into a Bronsonesque leading man.
The death of the Mecha Dragon transforms the player into a Lizard - form leading to a journey of killing various dragons around the world.
That game was enjoyable yet frustratingly hard to the point of launching the gamepad into a concrete wall, me and my little boy played it together which meant less deaths, but we still fought with eachother to determine who was the crap player messing everything up, turns out it was me, old and out of fashion
Each of Jackie's three interviews deals with the construction of this legacy, and how the key players in J.F.K.'s life fit into it before and after his death.
But it doesn't stop there, it also features a heatmap showing the location and volume of deaths separated into red dots for trap kills and green dots for player kills.
Spec Ops: The Line is a provocative, cinematic third - person military shooter that challenges players» own morality by putting them in the middle of unspeakable depravity where brutal life - or - death choices take them on a journey into the heart of darkness.
Thorson blasts through these levels in seven minutes, but he told us that for the average player jumping into hard mode for the first time, they'll take hours of play and many deaths to complete.
Players accept a mission, get dropped into an arena alongside a few of their buddies, and then take on a powerful boss enemy or bludgeon a number of smaller minions to death before being allowed to head home.
Once you jump into the action, you realize this death - drenched disco has it all: some of the best weapons ever to grace your monitor (Bio Rifles and Flak Cannons for the win), a jump - happy physics engine that rewards verticality as much as as it does speed, AI that's still as deadly and reactive as real players, and a soundtrack that'll have your blood pumping quicker than a handy shot of epinephrine.
Dear Blizzard, while you're working on the next expansion for World of Warcraft, making changeable hair styles and the new über Death Knight class that 50 % of players are probably going to pick, take this list of improvements into consideration to truly improve the quality of the game, draw back those players you've driven away, and help retain a lot more who are itching to leave for the next best thing.
Occasionally they manage to flank the players, but mostly they seem intent on getting themselves shot in large quantities, often standing around in the open or forming handy conga lines of death in alleys, or just charging straight into a room in hope of simply swarming the player.
As if that wasn't enough, there are Death Rally races to participate in which lock players into a predetermined car and task them with completing a race.
Whether it's the multiple machines that shoot at you or the extremely infuriating turbines, there is no playing through this game without getting thrown into loads of deaths that have nothing to do with the player's own ability to progress.
Players will take the role of Kirito, a legendary player who defeated the death game SWORD ART ONLINE, as he and his friends are brought into a new VRMMO in Sword Art: Origin.
Enemies cause a pushback stun that can easily knock the player into a pitfall, causing many unwanted deaths, or they respawn after entering a new screen, meaning they'll come back if you retreat into previous screens.
This architectural combat jazz is the norm, neither position necessarily ensuring life or death for the other player — there are still plenty of ways out of or into a mess.
It's somewhat relieving for players who might have been used to King's Quest style death - screens, where the game mocks you for so much as stepping into shallow water.
That might sound like an odd thing to say about a game that digs its players into a place of nonstop hardship and treachery, a world where death and despair are the only constant, and hope seems utterly lost in the dark behind an unmoving sun.
We affectionately called the first Mario WiiU game «the divorce simulator» (although initiator might have been a better word) due to being able to pick up each others» characters and throw them into lava, jump on their head to make them fall into a hole of death, etc. 3D World has made it even worse with the addition of a «crown» system; after every level the game tallies up how many coins you gathered, enemies you killed, stars you found, etc., and gives each player a score based on how they did.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
But once you get three or four players competing for collectibles and slapping each other to their deaths, everything devolves into utter chaos, and it's extremely difficult to keep track of your character on the screen.
When you run into an empty house and see another fellow unarmed player you either have to rapidly look for a weapon, run away, or simply attempt to beat them to death with your bare fists / pickaxe.
It's still the players with the best twitch reflexes that are going to come out on top, but less experienced players are eased into the fight with combat aides that are activated after several successive deaths.
Yes, they're cyborgs without minds whose bodies have been cyber-jacked and forced into slavery, but they could still offer some more response to orders, pain, death or success, just to give the player some meaningful feedback to their clicks.
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
While Human Revolution does reward the player a little disproportionately for dispatching enemies in non lethal ways, you can definitely build Adam Jensen into a walking death machine capable of taking out enemies with simple brute force if that's your cup of tea (though you still can not run through levels with reckless abandon as enemy numbers will overtake your augmented ass if you're reckless).
or transforms into a moon that circles your planet like a satellite or like a moon, or maybe can be fitted with engines and used as a death from above super laser satellite to annihilate planets that the player feel indifferent about.
The imagery of the players attempts and deaths also ties into the game's story.
Opposition players can warp from one side of the area to the others (Pac - Man style, kind of — run into the wall at the bottom and you emerge at the top), and get immediately wiped out by a just - that - split - second triggered wall of laser death.
Battlefront 2 (developed by Pandemic back in the mid 2000s) had heros, but they were basically limited - time death machines that players with high kill counts could tap into.
Players are hooked into a blitzing world of constant deaths and instant restarts.
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Price # 8.39 / $ 9.99 Description: Riptide GP: Renegade drops players into a futuristic world of illicit hydro jet racing, where armored riders kick out death - defying stunts over massive waterfalls, outrun cops, and boost at breakneck speeds across surging waves.
Week of 9/1 DanganRonpa 2 (Vita): As in the first game, players will take on the role of a high school student as they are thrust into a life - or - death situation, and must use their wits and teamwork to survive.
Rygar «s introduction into the gaming world is a bit repetitive: it becomes bland after a while, and all the constant death on the player's part is liable to bring his or her fist straight through the screen.
If the player happens to bump into spikes or falls to their death, paint will also shoot out from the player's last position.
Fatalities have again gotten an upgrade with both a Kreate a Fatality, a combo like system where the player makes a more and more brutal fatality the more moves they can pull of with a limited timer; and the introduction of mid match stage fatalities, pulled off by knocking your opponent into various death traps around the arenas.
The gameplay itself is its primary artistic element, and from the way it defines Fiona's strength and movement to the way it handles injury and death, it forces the player into the role of the victim and to experience her fear.
Other circuits such as Death Wind saw the player being blown; this meant taking the side wind straights in a zig - zagging motion while turning into the headwind or vice versa had the appropriate effect on handling.
In a neat twist, though, the ensuing death is presented from the Director's perspective, forcing the player into his unpleasantly voyeuristic role.
No kills loops gamers into constant death due to the other players» killstreak rewards preventing «no kills» players with the ability to turn the match around.
Players are dropped into a wide, open area, and they must fight to the death while the battlefield shrinks, adding pressure to all in its grip.
Naturally, these leaps into the unknown often end in the death, and because of this Light Fall doesn't punish a player too much.
There are a few modes to try your hand at; Death Match is an online free - for - all, Teamplay is the same but with players split into opposing sides and Campaign is for mission -...
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