Sentences with phrase «scale of something like»

I've been told that the last entry, The Witcher 2: Assassins of Kings, is on the scale of something like Dark Souls, so naturally I've hidden in fear from it.
The special effects, while not on the spectacular scale of something like Transformers, are impressive.
That technology combo aligns closely with traditional data center configurations but was (and still is) less applicable to the massive scale of something like AWS that must support lots of different users on shared infrastructure.

Not exact matches

«I always liked the tangible element of physically selling something and understanding how you build and scale a brand,» says Zak, who before Google had spent four years at Aéropostale after stints in investment banking and at McKinsey.
Scaling something like that is not as easy as simply snapping up a bunch of new real estate leases.
everything is made up of atoms (don't believe me do some research) its the different variables of heat and light and things like that that cause different reactions to make different things and these things when they interact can create something completely different and you and slowly the process of mitosis or miosis starts to work and form stuff hell i learnt that in high school and it was a catholic one at that a millions of years ago i bet the universe was completely different and had things in it that our minds cant even imagine that have since changed over time from action and reaction to what we have today and in another million years who knows with all the different gases we pump into the air and the weather getting more intense on both ends of the scale life as we know it will be different the human race will have to evolve to survive and will probibly form into a slightly different species hell maybe well evolve into 2 different species like in the movie time machine
In a second the scale of things could alter and I would be lost in something like a private universe.
On an infinitely more domestic and graspable scale, something like this wrathful love can touch humans during the course of a fulfilling friendship.
There is something to be said for the scale of time spent in the effort of prayer because, like all worth - while things, prayer is not an easy — although it is a very simple — thing for us.
Formerly «instinct» could be treated as a sort of homogeneous quantity varying (something like temperature) on a scale running from zero to the point of Reflection representing human thought.
For example, on a scale of 1 - 10 (1 low intensity, 10 very high intensity) set goals that look something like this: Physical Intensity = 8, Calm Mind = 4.
A jati is a mix of an extended family at something like a tribal scale that is strongly endogamous and membership in a hereditary professional guild.
«Cameron is quite right to reduce the figures to a scale and proportion which means something to the ordinary taxpayer; but he's treating us like fools to pretend that this figure of # 70bn is some sort of deep, dark secret which the last government was trying to hide.»
«You're trying to bridge something like 18 orders of magnitude across spatiotemporal scales.
Evolution can not go through a series of elongated scales and ever end up with something that looks like a feather.
That's something that we currently can't distinguish very well with the experimental evidence, but it has an enormous effect on the large - scale structure of the universe and what the world will look like in the far future.
Rennie: Right, right, that's right, you would, that's probably what most of us would have naively figured — you would see when you would look at the structure of the Web and how things grew up because it seems like things are up online and other things attach themselves and they inspire other things and you might expect that kind of exponential structure, but in fact you are getting this scale - free structure and that says there's something interesting about the way that in effect information wants to be organized within networks.
«I needed something like the Richter scale for measuring the magnitude of earthquakes.»
You may wait a couple of weeks, only because you tend to lose nicely during week one, and weeks 2 and / or 3 you may experience a brief «hold» on the scales while your body adjusts to the initial weight loss — so that might scare you into thinking it was something you ate (like the bread).
Despite the intriguing set - up, there's something unambitious and scaled - back about Star Trek Nemesis, so that most of the time it feels like a slightly suped - up episode of the «Next Generation» TV series.
But during the aerial «dogfight» sequences, the film is something else again: a grand - scale spectacular, the likes of which has never been duplicated, not even by more expensive efforts like Hell's Angels (1930) and The Blue Max (1965).
Random tangent: Rather than a gigantic open world for exploring like Breath of the Wild, I would prefer a much smaller scaled game with a keen sense of attention to detail; something I know Nintendo excels at.
Are you saying that if the Irish film community want the standard of Irish film to improve they have to stop viewing them as peculiarly Irish, and view them on an international scale where something like that would be compared to American Pie as opposed to I Went Down?
«I would love to do something like that,» Riggs told us of one day starring in big scale movies.
There's old Hank Pym in an Ant - Man costume, a shot of a cat - sized Ant - Man getting a piggy back from his daughter, some art of Pym working on Giant - Man's costume like something from Pacific Rim, a far out illustration of the Quantum Realm, and a work - in - progress animatic of The Wasp scaling the side of a plane.
The painting in question is, like all of Anderson's recent movies, a large - scale portrait of an individual who, in his particular failures, losses, commitments and dislikes, embodies something fundamental about the time and place in which he lives.
Though inevitably doomed, this outrageous heist makes for a striking cinematic image, like something out of a Kelly Reichardt movie (or perhaps French director Michel Gondry's cabin - on - wheels road movie «Microbe & Gasoline»): a wild - eyed woman with nothing to lose, racing down country roads with her 8 - year - old son in the front seat and a full - scale home fishtailing behind her.
At the far end of the scale is something like the Radical SR3 (see Expert View).
At over five metres long and close on two metres wide, this probably shouldn't be our sort of car at all, but we swarmed around it, taking in the sheer scale of the sheet metal, admiring the colossal chutzpah needed to put something like this into production.
If that sounds like something you do, using two categories (not scaled in / out, scaled in / out) in your custom statistics will show you exactly whether you are making or losing money by scaling into our out of trades.
Unfortunately, we probably won't see large - scale production of something like this for a while.
«But it's an interesting technology, and an Xbox Live game would be the perfect platform to do something like that on, at about the same scale of [a game for] an iOS device.»
Here I was getting to live out my love of sci - fi, something that games like Mass Effect have done before, but not with this sense of scale and freedom.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Something that really caught my eyes were the use of bright colours, sometimes in games developers use this to catch your attention without actually putting much detail into the mix but Snake Pass has came out on top with nice bright colours and detail to boot i personally liked the level of detail on Noodle (the snake) he's a mixture of white cream and orange, if you manage to get an angle where you are zoomed in you will see each individual scale of his skin, the audio is an upbeat backing track with chirpy bird noises mixed with rainforest type sounds, all in all it fits perfectly!
Everybody's Golf feels like a platform - game, rather than just sequel — similar to something like Rocket League and Destiny, just on a smaller scale, of course.
The cutscenes are nicely directed and the story itself actually feels like a large scale production instead of something that was gobbled together in the last minute.
The scale of exploring an entire universe has been toyed with by games like the Mass Effect series but Bungie's hopes is to create something as deep and detailed as the Star Wars universe starting with our war - torn Earth and expanding from there.
Seeing a performance problem like this so early in the life of the Switch console isn't promising, though it's not exactly deal - breaking either, when considering the sheer scale and breadth of the world at almost every moment — being inside a building talking to people, then suddenly walking outside, seeing everything still rendered, draw distance and all, with zero slow down, really is something that surprises me each time.
Hey, I'm not sure how much interest there still is around something like this, but here's a hitbox viewer for the Steam ports of AC+R and #Reload: https://github.com/odabugs/kof-combo-hitboxes/releases There are a few issues remaining such as the lack of grab hitboxes, incorrect hitbox scale on a few moves like Millia 236H or May 236236S, and several projectile moves not showing any hitboxes in #Reload (doesn't seem to be an issue in + R), but overall most of the moves I've tested are correct.
The sense of scale and verticality of the different tracks as your going nearly up down and all around is something brilliant in its presentation that its experience in VR is like no other.
The intensive scaling was far too difficult to effectively port to the Genesis (not like Sega didn't try, resulting in disasters like the port of Galaxy Force II) or SNES (whose Mode 7, combined with the DSP chip, could pull off something like Super Mario Kart, but nothing this fast nor as advanced).
Most of these are more intimately scaled than the early monumental «Fuck» paintings, 1969 — , for which the artist is perhaps best known, doing away with some of the optic strangeness of those works and replacing it with something similar to, but not quite like, eroticism.
That idea of scale is very interesting to me; something physically small can actually imply the vastness of a space, while something huge, like the last show I did with Lehmann Maupin, is actually experienced in an intimate way.
And like O'Keeffe, Lawlor uses the pictorial scale of a photographic close - up to generate both intimacy and a brooding sense that something lurks beyond the work's edge.
Included in the show is a large - scale site - specific stage - like structure as well as several of her «Assists,» sculptures that must lean on something to stand upright; here, two of them rest against matching club chairs.
Copied and extracted on different scales, and then cast in stainless steel or concrete, the result appears like a sculpture of a wave yet also something primordial and ambiguous, mined from the depths of time; a reminder that the forces that shape nature are more powerful — and will last longer — than us, however much we interfere with the planet.
Art Agenda: With its ludicrous mismatch of scale (83 artists in the main exhibition, 89 national pavilions, 37 collateral events) and logistics (crowds numbering thousands, endless slow - moving queues, and a labyrinthine city navigable only by foot or boat), the Venice Biennale is something like a theater of the absurd.
The museum, which Mr. Krens first considered developing in China, would feature one of the world's largest working systems of O scale model trains, with perhaps 100 in operation at one time and a control room that «would look like something from NASA,» he said.
Craven's exhibitions are something like recurring dreams: On this occasion she presented re-creations of several paintings from her 2004 show at the same gallery, works that were themselves scaled - up doovers of paintings from her previous outing there, in 2002.
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