Sentences with phrase «same end boss»

Not exact matches

This is an incredibly difficult question to answer for a variety of reasons, most importantly because over the years our once vaunted «beautiful» style of play has become a shadow of it's former self, only to be replaced by a less than stellar «plug and play» mentality where players play out of position and adjustments / substitutions are rarely forthcoming before the 75th minute... if you look at our current players, very few would make sense in the traditional Wengerian system... at present, we don't have the personnel to move the ball quickly from deep - lying position, efficient one touch midfielders that can make the necessary through balls or the disciplined and pacey forwards to stretch defences into wide positions, without the aid of the backs coming up into the final 3rd, so that we can attack the defensive lanes in the same clinical fashion we did years ago... on this current squad, we have only 1 central defender on staf, Mustafi, who seems to have any prowess in the offensive zone or who can even pass two zones through so that we can advance play quickly out of our own end (I have seen some inklings that suggest Holding might have some offensive qualities but too early to tell)... unfortunately Mustafi has a tendency to get himself in trouble when he gets overly aggressive on the ball... from our backs out wide, we've seen pace from the likes of Bellerin and Gibbs and the spirited albeit offensively stunted play of Monreal, but none of these players possess the skill - set required in the offensive zone for the new Wenger scheme which requires deft touches, timely runs to the baseline and consistent crossing, especially when Giroud was playing and his ratio of scored goals per clear chances was relatively low (better last year though)... obviously I like Bellerin's future prospects, as you can't teach pace, but I do worry that he regressed last season, which was obvious to Wenger because there was no way he would have used Ox as the right side wing - back so often knowing that Barcelona could come calling in the off - season, if he thought otherwise... as for our midfielders, not a single one, minus the more confident Xhaka I watched played for the Swiss national team a couple years ago, who truly makes sense under the traditional Wenger model... Ramsey holds onto the ball too long, gives the ball away cheaply far too often and abandons his defensive responsibilities on a regular basis (doesn't score enough recently to justify): that being said, I've always thought he does possess a little something special, unfortunately he thinks so too... Xhaka is a little too slow to ever boss the midfield and he tends to telegraph his one true strength, his long ball play: although I must admit he did get a bit better during some points in the latter part of last season... it always made me wonder why whenever he played with Coq Wenger always seemed to play Francis in a more advanced role on the pitch... as for Coq, he is way too reckless at the wrong times and has exhibited little offensive prowess yet finds himself in and around the box far too often... let's face it Wenger was ready to throw him in the trash heap when injuries forced him to use Francis and then he had the nerve to act like this was all part of a bigger Wenger constructed plan... he like Ramsey, Xhaka and Elneny don't offer the skills necessary to satisfy the quick transitory nature of our old offensive scheme or the stout defensive mindset needed to protect the defensive zone so that our offensive players can remain aggressive in the final third... on the front end, we have Ozil, a player of immense skill but stunted by his physical demeanor that tends to offend, the fact that he's been played out of position far too many times since arriving and that the players in front of him, minus Sanchez, make little to no sense considering what he has to offer (especially Giroud); just think about the quick counter-attack offence in Real or the space and protection he receives in the German National team's midfield, where teams couldn't afford to focus too heavily on one individual... this player was a passing «specialist» long before he arrived in North London, so only an arrogant or ignorant individual would try to reinvent the wheel and / or not surround such a talent with the necessary components... in regards to Ox, Walcott and Welbeck, although they all possess serious talents I see them in large part as headless chickens who are on the injury table too much, lack the necessary first - touch and / or lack the finishing flair to warrant their inclusion in a regular starting eleven; I would say that, of the 3, Ox showed the most upside once we went to a back 3, but even he became a bit too consumed by his pending contract talks before the season ended and that concerned me a bit... if I had to choose one of those 3 players to stay on it would be Ox due to his potential as a plausible alternative to Bellerin in that wing - back position should we continue to use that formation... in Sanchez, we get one of the most committed skill players we've seen on this squad for some years but that could all change soon, if it hasn't already of course... strangely enough, even he doesn't make sense given the constructs of the original Wenger offensive model because he holds onto the ball too long and he will give the ball up a little too often in the offensive zone... a fact that is largely forgotten due to his infectious energy and the fact that the numbers he has achieved seem to justify the means... finally, and in many ways most crucially, Giroud, there is nothing about this team or the offensive system that Wenger has traditionally employed that would even suggest such a player would make sense as a starter... too slow, too inefficient and way too easily dispossessed... once again, I think he has some special skills and, at times, has showed some world - class qualities but he's lack of mobility is an albatross around the necks of our offence... so when you ask who would be our best starting 11, I don't have a clue because of the 5 or 6 players that truly deserve a place in this side, 1 just arrived, 3 aren't under contract beyond 2018 and the other was just sold to Juve... man, this is theraputic because following this team is like an addiction to heroin without the benefits
As far as I am aware, Norwich boss Paul Lambert doesn't have any fresh setbacks regarding injuries or suspensions, so it could be the same eleven which ended a four - game winless run with victory over QPR last weekend which tackle the league leaders in Manchester − though Lambert does like to shuffle his pack.
In searching for another position, I would openly discuss your past experience with your new boss and make it clear that you do not want to end up in the same situation.
It's time to end your workouts like a boss and crank your metabolism into overdrive at the same time!
An end - of - semester mixer at his boss's house results in a Civil War - style duel between the host and Hank, which ends in catharsis for all concerned; Charlie and Marcy's house is sold on the same day their divorce papers arrive.
that board is so freakin cheep every time im at the end and 2 spaces before the boss space and guess what that 1 space before the boss space had to be bowser and so all i need is a 2 and they give a 1 everytime and the board some how always makes land right before that same bowser space every game and i always end up landing on it and losing half my mini stars so i just felt that i had to post this cuz its kinda funny and agravating at the same time so this is my second flaw in the game, always giving you the same space well for me anyways.
What is the same however, are the game locations, as the 3 alternate Shantae's must all explore through the same levels the Half - Genie Hero Shantae has to, except like with the Friends to the End DLC, there is no hub world, just a series of stages to be beaten, complete with bosses and a Stage Select option for anyone looking to replay earlier levels.
You at least can't deny it's the shortest 3D Sonic game with a rushed ending and a feeling of cheapness - they reuse the same boss fights several times, for example.
Most people will probably end up recruiting a slime knight, a faithful companion from the time it joined all the way to the final boss fight, but the immense freedom and luck involved in the monster recruiting means that the game will probably never be played the same way twice.
The same places in the ESO: Morrowind are filled with generic enemies and a predictably placed boss at the end, like always.
The Lady in the Car with Glasses and a Gun (Unrated) Remake of the 1970 thriller of the same name about a secretary (Freya Mavor) who takes her boss» (Benjamin Biolay) convertible for a joyride after dropping him off at the airport, only to end up the prime suspect for a murder she didn't commit.
Not only does the footage show the final boss battle, Samus doing some day saving, but in the credits, there is a scene, in which we clearly see the arm of Sylux, the very same Sylux who in Metroid Prime: Hunters, chased after Samus at the end of the game (provided you finished the game with a 100 % completion rate.)
That feeling you get when finally beating a tough boss in Dark Souls, or completing a difficult shrine in Breath of the Wild, or taking out your first griffin in Dragon's Dogma, are all the same as the feeling you get at the end of each and every hunt in Monster Hunter: World.
Cause from bits I seen seems like it's the same final boss at the end of soul sac
In the end, if he succeeds, will it simply be a case of «meet the new boss, same as the old boss
If you enter the tower the same way (enter, retreat, save end re-enter) the bonewalker left of the boss will carry a runesword.
Some of these boss battles ended up being a bit of a spam fest, as once you had found a particular attack combination that worked all you would have to do is repeat the same combination over and over again which made a couple of the boss fights feel very repetitive.
- 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
As you progress you'll quickly realise that you're annihilating the same three enemy types over and over, with the only real change being the boss battles at the end of each stage.
The «end» boss is always the same and easy to defeat, providing you have levelled up enough or use a repellent.
Speaking of boss battles, the second Krauser battle brough to mind The End battle from MGS3, except it was so scripted that I didn't get quite the same thrill from it.
No matter what decisions you make throughout the «Mass Effect» trilogy, this third installment will essentially end the same way, offering little closure and no boss battle.
This is especially noticeable towards the end of the game, where the last couple of boss battles involve you fighting off a couple of Titan enhanced goons, and all could be beaten in the same way.
You at least can't deny it's the shortest 3D Sonic game with a rushed ending and a feeling of cheapness - they reuse the same boss fights several times, for example.
As with Lost Planet 2, one of my favourite experiences with the game was the boss - battles you encountered, and Lost Planet 3 is no different luckily, they are just as epic and grand as I remembered them being in Lost Planet 2, but that is sadly about where the positivity for this review ends because Lost Planet 3 is just too much of the same, and that isn't always the best thing to rely on when the last game didn't get by with a lot of people.
All of these clones still offered the same huge feeling of satisfaction after you've staved off snapping your controller or throwing a table through a window for hours on end until you finally get that boss down, reaching the rewards and progression you've been craving, only to restart the cycle.
Three of the levels end in boss fights, but two of them are against the same large tank, which has a slightly different attack pattern the second time around.
Most seem to end with the same boss battles across the board, but developer MercurySteam has decided to take the series in a new direction.
Combat in BioShock to me is somewhat of «A means to an end» in this narrative driven game and that is why I forgave some less enjoyable sections like fighting the same boss three times or a not well checkpointed battle towards the end of the game.
The boss - levels are randomly generated too, but the end - level jump challenge in these levels is always the same, making for some handcrafted goodness.
At the end of the days within episodes you'll also face off against a boss which are slight variations on maniacs from the story and all of which take place within the same small circular area which feels lazy.
I wound up finishing that one by myself just to get the gold PlayStation trophy for finishing the story (and since I killed the final boss at the same time that it killed me, I was awarded the trophy, but not the actual ending sequence, nor did the game itself give me credit for completing it).
You really don't want to end up like your boss, thirty years in the same position without a promotion.
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