The urgency to wipe out enemies on screen keeps the momentum of the action constantly moving, yet
still rewards players for taking the moment to explore their surroundings and discover helpful secrets.
Not exact matches
The US government's new offer of a
reward for Chapo Isidro's capture suggest that law enforcement
still considers him a key
player.
Where failure is
rewarded, where
players play only one game or two for the club and they are
still pocketing wages.
The best
players at the club are
still more likely to leave than stay and worst of all, we
rewarded a failed manager with two more years.
The Three Lions look like reaping the most
rewards however, as there are
still very few English
players playing abroad.
Having said that he
still needs to justify his high salary this season, otherwise he will be targeted by the many arsenal bashers and boo boys on this site... There are many here who wouldn't mind arsenal paying princely salary to attract
players who are hardly an upgrade to the ones we already have, yet would immediately complain when the club
rewarded those that have actually already contributed year in year out to get the club to this point.
We are sorry that our chief exec can't buy a world class
player, even though this might be because he is a man city supporter and not a Gooner We are sorry that we have
players who run around like headless chickens and
still get over 100k while you work ten times harder for a similar
reward.
It is unacceptable, wrong, illogical, unfair and borderline thieving that a manager earning so much money and failing years after years, is
still on the job (and gibbering statements made of lies and untruth) and was
rewarded with a new lucrative contract because he won (well the
players did) a «little small insignificant» cup...!!
Djourou picking up excellent wages for being shit
players and who
rewarded them these great wages, the gormless dictator Wenger, it's about
players giving all even if they are not skilful, Romford Pele comes to mind, a
player who gave every thing while crass
players like Diaby
still continue to collect great money.
Rohr said Martins just like any other Nigerian
player can
still force his way into his team if he maintains a scoring form that deserves to be
rewarded with a call up to the team.
«Sir Alex has
rewarded them for the part they can play in helping him and the team in the future not for what they have done in the past» he continued «On the field they are extremely important
players still and off the field they can help enormously.
Though already quite funny on his own, Ben
Stiller has always been very smart about surrounding himself with other top - shelf
players, not only taking the entire pressure of carrying a movie off his shoulders, but earning big comic
rewards from the chemistry of collaboration.
Players will
still progress through the game by firing orbs of various hues to make like - colored chains for points, but a number of exclusive differences — such as high - definition graphics, achievements, and cosmetic avatar
rewards — are being folded into the proceedings.
Yet even if a
player is unable to pull off some of the more complex combos they will
still be
rewarded with a visual spectacle as their character attacks, no matter the complexity of the combo.
Because of this, it is possible to take a support role and
still be
rewarded on the scoreboard for being a team
player.
Still, there is plenty of width to
reward thoughtful play, and to be honest, for «sneaky short»
players like me, it makes a pleasant change to see your drive careering out there far closer to the green than you have any right to expect.
Once you jump into the action, you realize this death - drenched disco has it all: some of the best weapons ever to grace your monitor (Bio Rifles and Flak Cannons for the win), a jump - happy physics engine that
rewards verticality as much as as it does speed, AI that's
still as deadly and reactive as real
players, and a soundtrack that'll have your blood pumping quicker than a handy shot of epinephrine.
We can't say we're not impressed by BioWare's ability to
reward players who played both Mass Effect games while
still not leaving newcomers in the dark.
The goal is to
reward the skilled
player while
still allowing the «button - masher» a great experience.
Treyarch has somehow balanced those scales and made Black Ops 3 feel
rewarding and fun for the average
players, while
still providing the great twitch shooter gameplay expected from the shooter pros.
The concept of hollowing is now more complex, chipping away at your lifebar with each death, and the binary risk /
reward for being human no longer applies: you can
still be invaded while hollow, but can't summon other
players to aid you.
-- Yellow remakes for Switch — Pikachu and Eevee versions — Red and Blue play a role in the story — You and your rival are new trainers — Following Pokemon return — HMs
still replaced with Pokeride from Alola — Online has a hub for
players — GO integration — Catching Pokemon works like in GO —
Rewards in game and in GO for linking the two together — New accessory can be used with both GO and the games — Announcement soon, releasing this year
But this is
still a dangerous world haunted by the Wicked Witch, and
players will have to fight for their Christmas
rewards.
All that being said, once the
player learns to manage all this, it becomes a lot more fun and
rewarding, but it is
still an unexpected addition which could be a turn off to a lot of gamers.
- 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
But what you're really here for is the bright visual style, responsive controls, and satisfying gameplay that
rewards tricky moves while
still allowing more casual
players the ability to move on by playing it safe.
Iron Banner and Faction Rally
rewards that launched with Destiny 2 will
still be accessible to all
players.
I do like how the game will only ever make you wait for about ninety seconds before giving you a match against bots, meaning you can
still gain the exp you don't in skirmish games without having to wait ages for
players, its great for the types of people that aren't big on multiplayer, each vehicle has unlockable skins, voice lines, tombstones to mark deaths and emotes for bragging rights, the game also features a leveling system with loot boxes for unlockable gear and titles at each level up, meaning there are always
rewards for even the casual
player to earn which is great for replay value.
It's almost like a parry from previous games, and it's a system that
rewards players for playing smart instead of relying on the usual dodge (though it's
still effective) to get away from danger.
While Human Revolution does
reward the
player a little disproportionately for dispatching enemies in non lethal ways, you can definitely build Adam Jensen into a walking death machine capable of taking out enemies with simple brute force if that's your cup of tea (though you
still can not run through levels with reckless abandon as enemy numbers will overtake your augmented ass if you're reckless).
Games like Aion that have
rewarded players on the «losing side»
still haven't succeeded in a truly balanced experience.
They successfully made a new version of GG that is easier for newer
players to get into without making veteran
players feel like the game is dumbed down, and
still rewards all of the things that were
rewarded in previous versions.
Under this system
players are
still rewarded for playing the game.
It's a real annoyance when entire games can shift in favor of a team with just a small group of these guys, but thankfully Lightbox has made it so that even the
players who aren't doing much can
still be
rewarded.
Your ability to grapple and attack enemies from a distance while
still moving to avoid other dangers along the way is what ultimately allowed
players to defeat Ninja Gaiden's many challenges, but the game's notorious difficulty made those moments of victory more
rewarding as a result.
The Nintendo 3DS has a variety of titles which are fun and relaxing, low - pressure affairs which
still offer
players a since of
reward and achievement.
Still, my interpretation of For Honor is a game that
rewards players for battling honorably.
While I
still hope the developers can properly figure out systems such as skill trees and loot
rewards in time for their next game, Cyberpunk, Wild Hunt doesn't need those systems to be great to pull the
player through its rich world as both the writing and mystery are enough.
There's
still so much to go through in the game like Divination Cards which grant
rewards when trading a stack; Exalted Orbs which grant random affixes to rare equipment and Chaos Orbs which reforge weapons with new stats; two different entities to side with in the War for the Atlas; map tiers to grind for; trading, which honestly can range from great to incredibly shady; and joining with other
players.
Even with non-lethal playstyles
still being encouraged as the best and most
rewarding way to play, the enemy NPC's are only alive due to the
player's mercy.
Still,
players need to understand that they are coming in on the ground level of an experimental fighting game that will only feel more
rewarding as time goes on.
The strikes against Defiance from a solo
player's perspective would be that some of the best
rewards are
still locked behind group content, and that it can eventually become exceptionally grindy, which can tax the limited free time many solo
players have.
Items are never going to be balanced 100 % the right way but Nintendo did the best job yet at making Mario Kart a fair game that
still rewards truly good
players.
Players that find themselves won over by the combat system of Final Fantasy XIII and are patient enough to deal with the structural problems will eventually be
rewarded for sticking around, but it never lives up to the
still superior journeys of VII and VIII.
The one who deals the fatal blow will receive the maximum
reward, but all
players can
still obtain common and rare items which are dropped by the Ur - Dragon when they cause damage.
The modes and class systems have received a couple of tweaks and tucks and there's
still an RPG element in which
players are
rewarded with new upgrades, gizmos and promotions.
While the PvE campaign mode is
still going strong, Epic Games also released a separate, free - to - play mode called Battle Royale, which pits 100
players against each other in tense,
rewarding fights for first place: the much - coveted Victory Royale.
I jumped at the opportunity to work out how to bring that kind of experience to the Elite Dangerous universe and even though
still in its (hopefully) relative infancy, it's been
rewarding to see the great reaction of
players to CQC so far internally.
You can charge through the main mission, which
still requires a full group of
players in order to unlock all the available
rewards — there needs to be some clever positioning with your photon reflectors in order to defrost the different mission targets, and this is mixed up with killing the mission's mobs.
This motive
rewarded mastery, but
still allowed more patient, less skilled
players to persist.