Sentences with phrase «slow time for gamers»

If you're on the fence about Dragon Ball Z as a whole, it might be worth your while to pick it up anyways — February tends to be one of the slower times for game releases (with only Castlevania and a new Final Fantasy slated for release), and the multiplayer especially seems like an enjoyable way to kill time at the very worst.

Not exact matches

Up front we have a few world - class players surrounded by some serious pretenders... Sanchez is by far the most accomplished player in our attack but the controversy surrounding his contractual mishandling could see him go before the window closes or most definitely by season's end... obviously a mistake by both parties involved, as Sanchez's exploits have never been more on display than in North London, but the club's irresponsible wage structure and lack of real intent have been the real undoing in this mess... Lacazette, who I think has some world - class skills as a front man, will only be as good as the players and system around him, which is troubling due to our current roster and Wenger's love of sideways passing... Walcott should have been sold years ago, enough said, and Welbeck should never have been brought in from the get - go... both of these players have suffered numerous injuries over their respective careers and neither are good enough to overcome such difficulties: not to mention, they both are below average first - touch players, which should be the baseline test for any player coming to a Wenger - led Arsenal team... Perez should have been played wide left or never purchased at all; what a huge waste of time and money, which is ridiculous considering our penny pinching ways and the fact that fans had been clamoring for a real striker for years... finally Giroud, the fact that he stills wears the jersey is a direct indictment of this club's failure to get things right... this isn't necessarily an attack on Giroud because I think he has some highly valued skills, but not for a team that has struggled to take their sideways soccer to the next level, as his presence slows their game even more, combined with our average, at best, finishing skills... far too often those in charge have either settled or chosen half - measures and ultimately it is us that suffer because no matter what happens Wenger, Gazidis and Kroenke will always make more money whereas we will always be the ones paying for their mistakes... so every time someone suggests we should just shut - up and support the team just think of all the sacrifices you've made along the way and simply reply... f *** off
Let's face it goalkeepers tend to march to the beat of a different drum and Szczesny certainly fell into that category, but most of his antics were relatively harmless and simply reflected a certain level of immaturity that isn't uncommon for someone thrust into the limelight at such a young age... lord knows we've seen that happen with numerous players throughout the years and very few were ever banished for such behaviour... the only on - field action that drove me crazy was his inability to take a deep breath and not try to rush the play with an ill - timed throw at certain points in the game when common sense suggested holding the ball and slowing things down... the fact that he continued to do this probably had a lot to do with the glaring lack of coaching time spent with the goalkeepers... ultimately he made the fateful decision to take his frustrations out into the public sphere and paid dearly for it... in the end, his services were wanted by several of the best Italian squads, which is significant considering the historical importance placed on the defensive side of the ball in Serie A... all I know is that if someone asked me to pick the most athletically gifted goalkeeper we have had in our squad since the arrival of Wenger, without hesitation, he would be my pick and for that reason his departure is more than a little disappointing... what else is new though
he is so slow in making decisions on the game, I can't even remember the last time he made a substitution before the 65 to 75 min mark, so it means our game play remains the same for more than an hour of the game no matter the situation where we are having things working against us or not.
Sanches rating 4 was to slow to get back, and worst game so far lost posecion to much, and never in game first half.He and Gazola need to be dropped time for rotation now he has full Sqad.
Mertesacker on that right is slow as hell, Debuchey I don't know where he was all game, Ozil was just floating around not looking bothered, the guy has all the time to measure his cross, in the middle we had a half hearted Kossy who was winded and wounded and did not want to aggravate his head injury, so he just jumped for the sake of jumping just to show that he tried heading that ball away, but it was a mental thing, he had just had a head injury so he was not going to use his head to header that ball..
No time for slow - start excuses, these are the games we need to prove ourselves and boost our confidence levels.
The term parking a bus is there for a reason, so of course he's going to slow the game down at times and patience was obviously needed!
It could be argued that the slower pace of the Italian game could suit him perfectly, and this move looks ideal for both clubs as we head towards the end of the summer, as well as for the player himself as he seeks to get more regular playing time.
Festus Ezeli started for the first time all postseason in place of the injured Andrew Bogut, and the Warriors avoided a repeat of their slow start in Game 6 thanks to five three - pointers in the first.
A DM will not make a difference as long as we play the way we play, Sanchez still has that Barcelona «press as a pack mentality», the way he was pressing and kept asking his team mates to join him in hunting for that ball was amazing, but non of our players had the same attitude, I don't know why but our play changed since 2010, we don't dominate games any more, we look so slow to close down, it always feels like we are just waiting for the opposition to misplace the ball and then we he ago, it is so easy to play against as their is no intensity and the other team has all the time to run at us and play defense splitting passes..
no idea what games you have been watching but the idea of ramsey as a defensive enforcer is comical... missed tackles galore, slow in to tackles and weak first touch define his game... though to be fair only wenger thinks he is a renasiance footballer qble to play any position... the ramsey bandwagon was for some time based on the barca cant have him ay any price delusion... the man should be part of the summer sale crop along with mert walcott and gibbs... its fifty fifty on campbell and giroud... both are decent squad players but the need for quality attacking options is palpable
February 19 — While Video Assistant Refereeing (VAR) once again slowed games to a suffocating standstill, this time in England's FA Cup matches, bookmakers have wasted no time taking advantage of the opportunity VAR offers for their promotions.
Time to get the slow cooker in the action for game day!
You can make it as competitive as you like & the slow game pace gives plenty of time for chat.
According to Game Informer, the slow motion mechanic (Reflex Mode) will be useful even for long time fans, and «feels more like a nice bonus than an easy crutch».
gameplay can get a little slow at times, but the overall pace of the game more than makes up for the slow parts.
This is also true for the items used in the game such as Lara and Carter with their grappling hooks or Isis and Horus with their magical powers that not only slow down time but allows them to create shields.
The game market is always pretty slow in April and May in Japan, which is why Splatoon 2 isn't going to leave the Top 10 any time soon: it's selling power on the long run is something else (that's an evergreen title for you).
It took me a while, and dying quite often against this bird guy, to find out there's a time slowing mechanic in the game, maybe I just missed when I was prompted for it.
Attack on Titan 2 is an action game through and through, but also has time to slow it down for fans that want to spend time with their favorite characters.
I read this site every day and it's all negative * almost * all the time (bad sales, bad forecast for the console, developers not bringing games to the console, the clock speed / hardware is slow, no DLC).
Both of these modes slow the gameplay of Hardline down quite a bit, but also give players a much more tactical option than has been found in a Battlefield game for some time.
Once you've actually managed to load up the game properly you'll still spend a lot of time waiting for the slow A.I. to complete their turns, especially in large matches.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
What a random time to release that info... Also, damn, I'll need to slow down my play time... Very close to 200... Very interesting use of all that data they tracked for analytics... In fact, it's pretty weird they tracked that info, I don't think the game is sending any data to Nintendo, so there shouldn't be any reason to track it... Maybe a debugging leftover they forgot to disable and they found out and decided to use it instead of just throwing it away... (that's what I would have done) I LOVE all the DLC stuff that's coming!!
Anyway, summer typically is a slower time for video game releases, and July is coincidentally right smack dab in the middle of summer.
I later found that slower, more carefully timed stylus strokes provide for a more fluid, tactical action game.
But it's not just the fact that the game is too short for the time it takes to gain levels — slow leveling is also against the hack and slash ethos.
Phase Drift slows downs time, which opens up the possibility for some interesting later game puzzles that require the use of this power.
If you choose to approach the game with pure stealth the game will give you enough time to recuperate if you are spotted, either by giving you the ability to enter slow - motion mode and take out any alerted enemy before they manages to set off any alarms or alert their companions, or you get a warning when you are about to become exposed which gives you usually enough time to find cover and let the enemy search for a little bit before he / they eventually fall back to their position and everything returns to normal.
I also feel like Quantum Break will either need to be delayed for quite awhile (Remedy's track record of a slower dev time coupled w / the time mechanics & live tv segments seem to point to this game not releasing this year), or Microsoft might push them to rush the game out in order to have a compelling exclusive in time for the holidays (I hope not)
Time slows down for a second when you pick up a new weapon, but all that matters in the end is your trusty melee stick and the dozen abilities that you unlock throughout the game.
A steady release of AAA games helps, but the positive effect of the PlayStation Experience on the media coverage is tremendous and the one reason that December, an otherwise slow month for the other platforms, is one of the strongest for Son — right in time for Christmas.
The controls and systems were simple to figure out: I could shoot by pulling the right stick in any direction; I could jump and dash in any direction up to three times in mid-air; and I could slow the game down (bullet - time for those that remember a time when the Matrix was the hottest thing ever), which allowed me to shoot and dodge with more finesse.
For a game that many had written off and thought would fail, it is turning into one of the biggest success stories of this generation and doesn't seem to be slowing down any time soon.
Bug fixes are still update worthy (hopefully none exist) 5 Types of towers: - Arrow: Single target, attacks ground and air units - Cannon: Single target splash damage, attacks ground units only - Splash: Area of Effect (AoE) attack in radius around tower, attacks ground units only - Air: Single target shot that splits into two new projectiles, attacks air units only - Wall: Cheap tower for creating a path for creeps 3 Tower Elements: - Ice: Slow attack, long range, costly, applies slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was Slow attack, long range, costly, applies slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was bad?
- 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
- E3 2014 video was running in real time and in - engine - the scene shown was made especially for the trailer - the scene with Link shooting arrows at the Guardian on his horse, jumping off, and firing off one last arrow in mid-air at the enemy in slow motion, was a gameplay element that hadn't yet been implemented - Aonuma «really wanted to put that in the game» and made this happen as development went on - the team expanded on the game's story as well, which was brought about from the E3 2014 trailer
Because the game includes a wide variety of weapons, he could stick with a preference for slow, timing - based attacks that don't rely on mashing buttons.
With the advent of Steam Greenlight and Early Access, the slow transformation of Steam from a prestigious digital PC storefront to a virtual dumping ground for shovelware, asset flips and fake games has become well - known among long - time PC gamers.
As new game releases begin to slow down with the flood of pre-E3 rumors and news, you might want to look into an RPG like Battle Chasers: Nightwar for the Switch if you want something that'll eat up a lot of your time.
Another game mechanic is the ability to slow down time for a brief period.
Summer is traditionally a slow time for video game releases, but this July is pretty threadbare.
I appreciate the ability to keep things slow enough to consider decisions, but with only one level of difficulty for each map and only two time scales (even the quicker of which is slow), the game just seems to force players to be very patient.
60 FPS a vast majority of the time with an adaptive resolution — in certain scenes, like turning your camera in a large area, will cause the resolution to drop for a short burst, and causing multiple items to be affected by the physics engine, such as knocking over a pile of bouncy cans, can cause the framerate to drop momentarily and, yes, the framerate is tied to game speed, so this causes slow down.
Unfortunately, as someone who had the questionable fortune to live in Milton Keynes, a town not known for its bountiful arcades, and at a time when arcades were dying a slow and painful death... I never got to see a working example of the arcade game, much less the chance to play it.
Additionally, there are only a handful of puzzles you'll stumble across over the course of the game's story which can be completed in just a few short hours, and those that are there likely won't slow you down for more than a few minutes at a time.
While in most games, day / night cycles are just for effect, Dying Light instead uses the night time to power up the normally slow moving zombies and introduces the deadly «Volatile» zombies.
«So, in essence, you've got a full - featured MMORPG dripping with polish and quality at every turn, an awesome combat system that takes the time to show each epic attack in slow - motion cutscenes, while still providing a simple, tactical gameplay experience that's great for kids, and fun for everyone else, that also creates a social dynamic allowing players to work together to survive — not to mention the chance to pilot your own pirate ship, alongside a bunch of addictive little mini games — and all that's before you reach level 5.»
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