Sentences with phrase «slower games such»

Keep in mind that even in slower games such as Halo 3, it's often hard to tell what shots «hit» and what shots «miss», because of the time it takes data to get from one Xbox to another.

Not exact matches

[and our counter is too slow; in the counter we need to make a small number of big passes instead of tiki - taka» ing it up the field & have someone who can run faster than giroud] walcott maybe the person for such games as ST; but he can bottle it too.
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
I find no other reason why we played such a slow paced game in the first half.....
The clash in styles was evident from the off, with England setting out to use the pace of players such as Danny Welbeck and Raheem Sterling to get behind the Italian back line, while Italy looked to use a slower tempo controlling the game, and the midfield 3 of Marco Verratti, Daniele De Rossi and Andrea Prirlo were key to the victory.
Medenica's plan has been to start slow with Internet lottery products, offering just the big multi-state jackpot games such as Mega Millions, which would add perhaps tens of millions of dollars annually for public education.
Activities that stimulate the brain — such as learning a new language, playing brain - teasing games, or doing crossword puzzles — appear to delay the onset of dementia, says Dr. Steinerman, although its still unclear if they can actually prevent or slow down cognitive decline.
Healthy foods are the name of the game with regard to the meal plan, so participants will be eating nutritious options such as fish, which Thurmond claims can slow the aging process.
Such precise demands slow down the pace of combat, one of the game's strongest characteristics.
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.
With Native American protagonist Conner Kenway at the helm, Assassin's Creed III rushed into 2012 with a revamped offense - oriented combat system (to help quell complaints of the slower, more reactionary system of past games), a large world featuring both woodland and urban environments, the addition of cooperative multiplayer, and a story that featured many iconic American heroes such as Benjamin Franklin, Sam Adams, and George Washington.
We found simple tasks such as auto - rotate switching between portrait and landscape orientations to be somewhat slow, and yet when in a game sourced from Windows Store, such as Pinball FX2, everything ran just fine.
I think pd are such a slow developer that we are getting drip fed this game.
What he means by this hilarious quote is simply that actions such as shimmying on a balcony ledge, using a meat - shield, or dragging a body don't have to be slow like most games of the day, they can be badass.
- 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
Compared to other visual novel - styled games on the DS such as Ace Attorney or 999, Hotel Dusk is by far the most slow and methodical in its approach to storytelling.
Every one of the skill trees available in the game contain numerous perks, each of which grant the player significant upgrades, such as being able to create Ebony armor, do more damage with your sword or being able to slow down time when aiming with your bow.
The game has other problems such as movement being a bit clunky at slow speeds and Hogwarts for all its beauty has little interactivity and is pretty easy to get lost in.
Pausing the game brings up an option to change your selected weapons and with two slots to fill, a good way to go is with an exceptionally powerful but slow firing weapon such as the laser rifle or the rocket launcher, and then combine that with something a little quicker.
One such game, Lara Croft GO, features the titular Miss Croft raiding tombs at a much slower pace than normal.
Obviously, this has a lot to do with the game's focus on rushing through areas rather than slow, steady espionage as well as less focus on narrative — but even compared to games such as Bayonetta and Devil May Cry, it's quite short.
However, the format was incredible with back to back games and the show really slowing down, unlike Microsoft's sometimes coma - inducing segments showcasing things such as the card game, Gwent and Minecraft.
But where parts of the flying missions bog, such as turning or covering miles to intercept incoming fighters only to get shot down for flying right into them, the battleship and submarine portions slow the game down even more.
Syndicate isn't a completely unique game, as it borrows some features that are found in other shooter games, such as the ability to slow down time.
- 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
Each level offers different power - ups, such as the ability to slow the game down or speed it up, in addition to bonus points for making it out alive with your clones intact.
This includes options such as slowing the game speed, granting yourself invincibility or infinite stamina, and skipping chapters entirely.
The progression is fairly slow for such a short game, only testing you near the end.
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.
Please optomize your PS1 emulation, there are tons of games along with this and upcoming FF6 (such as all the Street Fighter games and Wing Commander 4) that are slow as heck
Certainly they'll be some put off by the difficulty, and some may question the reasoning behind keeping elements such as the slow - down when things get hectic, but it's precisely these things that make Mega Man the experience that it is, Capcom clearly respect the original games and their fan base, resulting a wonderful collection of superb platformers.
In addition, you unlock keys to allow entry past barriers that block your progress, and you earn experience points to upgrade your marble shooter with such enhancements as fast shooting, slowed down levels that make it easier to plan out your next chain, but make the game take longer, and one that adds another orb to your marble shooter.
The game's original soundtrack is provided by some renowned electronic producers such as The Toxic Avenger and Carpenter Brut, which fits perfectly with both the slower - paced cutscenes and fast - paced action sequences.
The upgrades are basically things such as more points when hitting the bumpers or during multi-ball, but the powers allow you to slow down the game, multiplies any earned points, or rewinds time for a second, but each power only lasts for a limited amount of time and you can only use one per game, so use them wisely.
Summertime is such a massively slow season for games in general, but this July is setting an all time record for «nothing» when it comes to game releases.
The major grievance seemed to be that the changes made the game feel significantly slower than before, and as such Blizzard have reverted some of the abilities to their previous state.
The jog is only one stage in the series of cycles that leads up to the fast run, and personally I prefer it over the simply slowed - down run cycle that the games used to have at the start of the run (IMHO it made him look like he was suffering from lethargy, though since we've all adapted to looking at it and accepting it the way it was, we often don't see it as such).
There are many games in the Final Fantasy series that give the player access to status effect spells that adversely affect the enemy, such as Poison or Slow.
I'll admit: while Sonic games have always been known for speed, I'm such a stickler for level design that I tend to slow down to try and find every nook, cranny, and secret in a given level.
Sure, the Fear point is whatever other games use to slow down enemies, such as the temporal turret in Defense Grid.
As such, slow paced gameplay has fallen out of favour in stealth games.
Such is the slow death of The Crew, a foundation of a serviceable racer, weighted down with the worst tendencies of AAA «added value» game design.
The game starts out slow with the player only performing a few tasks at a time such as seating customers at a table in a restaurant and then taking their orders.
The on - field gameplay comes with much deeper mechanics, such as altering the flow of the game and slowing down / speeding up each quarter of play.
The summer time is pretty slow for major games, which is why lesser known titles such as this sniper shooter stick out a lot more.
The majority used basic words to describe the feel of the game, such as «heavy», «slow», «responsive» and «realistic».
Melee combat is a little flat by comparison, your humble spear feeling oddly awkward and slow in such a fast - paced game.
This slow starting point also paces out the difficulty of the game in such a way that you will probably be unsuccessful in your first couple of races.
Ideally, interactive fisticuffs would have been incorporated into each stage, such as when the game exhibits a slow - motion motion - captured cinematic at the end of a succession of enemies.
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