Sentences with phrase «slowing game progress»

Not exact matches

This is obviously really small ball, but slow and steady progress is good to see at this stage in the game.
The game progressed at a slow pace.
Any lifter who's been in the lifting game for quite a while knows that while it's easy to experience huge muscle growth while first starting out, your muscle building progress will inevitably start slowing down eventually reaching a plateau.
Like all good careers, you need to start from the slower motorsport series and as you progress, the game opens up additional vehicles for you to drive.
The world exploration is slow and methodical, and the maps you traverse are vast and get larger as the game progresses.
Still, the progress bar towards Legend moves absurdly slow, so I'll probably still be ranked Hero when Halo 4 hits no matter how much I play the game between now and then.
Supporters of the new policy can play all the semantic games they want (and they are apparently playing them quite successfully and persuasively with federal education officials), the new standards will slow progress towards closing the achievement gap.
Unfortunately, some of the things that Vermintide has tried to do to separate itself from games like L4D only serve to slow things down and made me feel as if my progress was being actively hampered.
In the latest fan Q&A with the Grand Theft Auto creators, some (scarce) details were shared about the game's progress along the slow road to release.
It's a slow game as the opening hours don't present a lot of abilities to utilize in combat and specializing soldiers doesn't feel like its making much difference out in the field, but as you progress a lot more options finally start to open up and those points spent in specific areas begin to feel worth it.
1st Production Department is independent, even if party owned, and Nomura and team are not struggling, but keep getting drafted to other WOOOONDERFUL games like the Lightning saga, which is why progress has been so slow.
The frame rate slows a little bit at times, but the game's still a work in progress, so the final product should look pretty amazing once all is said and done.
Earlier, Epic Games revealed internal difficulties slowed down the game's progress, and among them is the redeployment of Paragon team members to help out in running the more popular Fortnite Battle Royale.
Also, some of the puzzles required an extra bit of thought and skill, which then slowed down progress in the game.
Progress was slow at first, but I soon reached a point where, with enough persistence and focus, I could bring my shiny next - generation games console to its knees.
Whilst that's not an issue, the earning of VC by playing games is so minimal, progress can be painfully slow to get the character from an overall rating of 60 up to a respectable level.
Those spotlights have slowed down over the past month, but progress on the game itself hasn't and this week on Twitter Mika's given us a rough update on where the game is at right now...
As the game progresses, you witness the slow but steady downward spiral that pulls Max further into a state of complete hopelessness.
There was a time when staff members were making slow progress and asked me, «Mr. Fujisawa, which one do you think is «more like a DQ - ness game
Unfortunately, I wasn't able to make that much progress in the game, and what little I have made has been slow and hard going.
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?
While the game progresses through action - packed missions, Guerrilla Games sometimes slows the pace with quiet, thought - provoking moments that enhance the story and complement the frantic battles.
We already know Ian can slow down time, however, we soon discover he can manipulate it too, allowing him to use his mind to disable cameras and flick switches in order to progress within the game.
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
There are a lot of interesting play styles that Evolve allows for with any given class, but watching the very slow movement of progress bars game after game feels too much like wheels spinning without a tangible reward.
The slow rate of progress players will face in Original Sin 2 can be attributed to the overall design of the game, which is incredibly dense and intricate.
Instead of jumping straight into Crash mode or a Race, you have to find one, which slows down the progress of the game.
This slow but steady sense of progress is actually one of the strengths of the game: you'll really feel more and more comfortable taking on Wanderers and exploring the hostile world around you.
But in execution it just slows progress through the game, and makes it so some fights feel cheaper than they should.
It's a novel game for the first few tries, but its slow drip feed of progress prevents you from getting anywhere near the end, failing to really entice you to return after logging out.
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 timing for this will no doubt mean many questions regarding the recently discovered XP scaling system, where fans noticed that Destiny 2 was secretly scaling their experience earnings to slow down the late game progress.
The progress is agonizingly slow, but I can see how I'm almost there, how I'm incrementally better at beating the boss, how even late - game ships are torn apart like stale bread by the end.
The game is painful a lot of the time, but the slow progress is intoxicating and it left me itching for a sequel.
Others are much slower, representing a more typical point and click adventure game where you have to carefully explore an area and find key items to progress the story.
Given the game's themes, «what a slog» sounds about right, and whether I can or should attribute my fatigue to the levelling system alone is indeed a fair point Shaun, but I can't deny that the grind and glacially slow sense of progress killed Darkest Dungeon for me.
At first updates were plentiful on the game's progress, but in late 2013 they slowed, and backers started asking questions.
We've become so accustomed to big name game projects being all about the stretch goals that this kind of progress — though steadily climbing towards the initial goal and then some — is just slow and dull by comparison.
I haven't had much time or headspace to play during the run of The Killing, so my progress in each of these three games has been slow and incremental.
Cons: - Very simple: no instructions - Story mode starts slow and is hard to progress in without some dumb luck - Procedural generation: great idea, but hard to execute in a game like this
Reports of turbulence in the games development emerged around a year ago and if they're true it's likely that they slowed progress somewhat.
I personally have to disagree, It's basically an inferior version of the first Sonic the Hedgehog game, and as the game progresses the graphics quality gets worse, the game is very slow paced no sense of speed like the old games, all the music is worse than the US version of Sonic CD which is saying something and you don't even get an extra boss if you get all 7 chaos emeralds.
Pep rallies at which we all shout and wave flags to pump ourselves up for the next game are not real work or progress in themselves, though they are fun and good for the spirit, especially in this slow - moving legal profession.
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