Not exact matches
If personal finance software becomes less about helping people manage their budgets efficiently and more about increasing engagement with a bunch of misplaced
game mechanics, do you think customers will
end up feeling
satisfied?
I remember the season before last when everyone was calling for Wenger's head because of his gung - ho one dimensional approach to every
game, trying too hard for the 3rd goal when we were winning 2 - 1 and
ending up with a 2 - 2, not being
satisfied with a draw and going all out for the win.
The choices you make in -
game have enormous and
satisfying effects on the
game's story right up until the
games ending.
The most controversial
game for whether the disappointing
ending or the
satisfying finale.
In the
end though, the story in Seasons After Fall is too vague and confusing to be
satisfying, and a
game's graphics and music can only carry it so far.
Its deep and intricate story chronicling the mysterious legacy of Rennes - le - Chateau in France is infinitely compelling, and every facet of the
game's construction, from music, dialog, puzzles, and characters, create an incredible experience culminating in one hell of a
satisfying ending.
I almost never give perfect scores to
games, but, had the
ending been a bit more
satisfying, this
game would have received a 10 in my book.
It may not keep you guessing to the
end, but there are enough surprises and wry revelations, right down to the last play, to make this a most
satisfying cinematic confidence
game.
I'm
satisfied with Xenoblade's
ending, I want a whole new
game by Monolith!
We stopped reviewing the
game after more than 40 hours playing it,
ended up in patched version 1.13, but still it is not
satisfying because of bugs.
The last chapter of the
game is just like a Hollywood movie with plenty of action scenes and a very
satisfying ending.
In the
end, its simplistic yet brutally challenging gameplay is
satisfying as long as you're the kind of
gamer who keeps striving for perfection.
Yoko Taro tells one of the wildest stories in years, with an
ending that is one of the most heart wrenching yet uplifting and
satisfying closings to a
game I've ever played.
As with past action
games from Hideki Kamiya, you'll familiarize yourself with combos during loading screens and in the
end the overall difficulty curve proves smoother and more
satisfying in Bayonetta 2 than it did in the original
game.
It's rare that a
game teases as many mysteries as HDZ and actually has
satisfying answers at the
end, both to the wide questions about the world of the
game and at a personal level for the characters involved.
While it was showing plenty of promise before launch, the
end result is a less than
satisfying VR
game.
In the few instances where the
game's technical issues aren't getting in the way, the large - scale battles can still be quite
satisfying, pitting you and a few allies against roaming hordes of bad guys just waiting to meet the sharp
end of whatever weapons you're packing.
Games are a set of artificial rules and restrictions imposed from outside, where by following the rules and
satisfying the pre-set conditions you move upwards and onwards, until you eventually «win» and the
game ends.
GameXtract Writes «Okay people, you've beaten a
game, you feel
satisfied, but nothing makes you feel better than watching a perfectly good
ending cinematic.
While there are a few puzzles that are built specifically with the 60 second time limit in mind, after the midway point they start to taper off, and thankfully the
game finds a
satisfying end before the schtick gets old.
The plot is simple, short and sweet, with nothing more going on behind the scenes than necessary and when you finally come to the
end of the
game, it feels
satisfying.
The
end wraps up the
game's biggest questions in a
satisfying way.
False choices are one thing, but this
game's story doesn't actually have anything close to a
satisfying ending, and that's a pretty major problem.
There's certainly amazing mounts of fun to be had in stringing combos together on the ground and in the air and, as this is a Transformers
game, it's possible to bring a combo to an
end with a transformation attack, which is just as
satisfying as it sounds, with the characters switching to their famous vehicle modes.
The combat elements are less
satisfying; awkward and annoying at times, especially in the skill
games and the boss battle at the
end.
The quality of the
game's presentation is up there with the best, as is to be expected from one of EA's most successful franchises and the precision attacks and coordinated maneuvering is extremely
satisfying when you manage to pull them off and equally punishing when an ill - advised play
ends up blowing up in your face.
In the
end, Street Fighter V offers a
satisfying new home for
gamers to brutalize each other in.
The
ending of every chase always feels anticlimactic, too: since you don't need to force the car to stop or take out the racer by repeatedly ramming them like in the
game's Takedown missions, the chase abruptly
ends if you stalk the target car's rear bumper for a few seconds, which isn't very
satisfying.
By the
end of the
game, I was impressed,
satisfied, and just a little bit smitten.
Uncharted 4 is an excellent
game for a laundry list of reasons, but perhaps the most important reason it deserves the accolades it does is because the
game somehow managed to stick the landing — they actually
ended Nathan Drake's story in a
satisfying way.
- 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
The problem with setting pushing your wants and desires for a video
game series is they are almost always unrealistic, and you
end up never being
satisfied from the real thing, because you want and hope for them to do things you want.
that was probably the only fight that
satisfied me until the
end of the
game, everything that came after the stranger wasnt even close to the stranger
However, despite the bright lights and the grand hotels the city only kicked into gear towards the
end of the
game, wetting our lips but not
satisfying our thirst.
Ultimately, like any other
game, making it to the
end is its real task and accompanied or alone, it will still feel as
satisfying as ever.
To me, melee attacks are always the most
satisfying way to
end someone in an online
game.
The
game features the extreme slow pace that plagues so many tower defense titles but fails to really have any
satisfying leveling or upgrade mechanic that makes those
games satisfying in the
end.
Battlezone does an okay job of rebooting the original arcade
game, but the
end result of a randomly generated roguelike experience doesn't really
satisfy.
Luckily it
ends on a high note that is both challenging and narratively
satisfying leaving me fonder of the
game than its weaker moments would have allowed me.
The
game's
ending will also be
satisfying for people.
The story being told does very little to add anything significant and I almost felt more
satisfied with the original
ending of the
game.
In the
end, I find both
games innately
satisfying to play.
Without spoiling too much, the
game also has a very
satisfying ending.
It wasn't quite clear going through the
game, but true to the modern Square Enix practice, it all came together in a big cascade of revelations, twists, and counter-twists right before the highly excellent,
satisfying ending.
Thankfully the
game doesn't
end for quite a while and in terms of content this
game has more than enough to keep you
satisfied.
Instead of providing a
satisfying story arc with a beginning, a middle, and an
end,
games are being developed to
end part way through a story with no real resolution.
The
end of the
game has a particularly special possession that really was a
satisfying conclusion along with the
end to the story campaign.
Starting off slow, persistence will pay off as the
end half of the
game provides a
satisfying conclusion to the story and makes the experience overall worthwhile.
But while the hardware is frequently beyond impressive, with a hardcore launch line - up to keep committed
gamers» thumbs busy for months, slight concerns remain with Sony's avoidance so far of producing more quality casual fare and non-gaming standouts at a price that will
satisfy the expanding
end of the market.
There is a good story and the
game ends in a definitive and
satisfying conclusion.