Sentences with phrase «tactical decisions game»

Not exact matches

Mourinho also says it's not a tactical decision and has admitted the player's head may not be entirely right to be involved in the game this evening.
What bothers me now is that, in addition to all the problems we already have, there is the element of tactical rigidity about Arsene's decision - making during games.
We could also kill games off, we had a tactical game plans with intliigent decision making.
Or if our coach repeatedly makes the wrong tactical decisions and costs us games, should we sit back and chant his praise like there's nothing wrong, just because we are fans?
The tactical decision to put the best, the second / third best, and probably the fourth / fifth best attacking players on the planet on the field together and tell them to go win games was a masterstroke.
Lucas and Gerrard held their ground for much of the game, with less adventure being shown by the full backs, which was maybe down to limited personnel rather than a tactical decision.
Chelsea manager Antonio Conte may have tried to explain the absence of David Luiz from the game against Manchester United as a tactical decision, but he wasn't really able to convince many people about it.
As the Midfield General you'll control the overarching strategy of the game, dictating the pace and performance of your players as you execute strategic decisions on the fly using the tactical play button configurations.
This makes combat a thinking man's game allowing the player to think about positioning and make tactical decisions.
Those tactical decisions turn Clash of Heroes into something fantastic that any lover of puzzle games should enjoy either solo or, far better, with a friend or two.
In fact, if you're playing the game with more interest in other aspects like progressing through the story or building your kingdom, you could just set the battle mode to auto and it will make lots of the tactical decisions for you.
It confirmed a more tactical, Overwatch - style direction for multiplayer, the inclusion of a battle royale mode, and of course the now infamous decision to release the game with no single - player campaign.
It's within the Lovecraftian theme to create a sense of helplessness and the Arkham games have embraced that by having lots of cards or events that can kick the player around with little chance of them being able to stop it, and there doesn't tend to be much in the way of important tactical decisions to make.
The game is a mixture between visual novel, meets really fun action rpg game in its core, with plenty of tactical decisions over time that will keep you on your toes.
It's a game that demands you constant attention; not every jump can be taken flat out as you'll miss the transition and lose speed; rollers need to be tackled in almost a wheelie; every corner is a tactical decision where you must decide to go high or low or through an existing rut.
Aside from enjoying the game's visuals, story, setting and general gameplay, you'll be interested in the game's «Tactical Decisions» that'll allow you to change the pace of the game as you manage enemy spawn rate, providing a desired tactical play - style.
The gameplay slice from our prologue demonstrates how the game is presented, and how the story will evolve based on the tactical decisions made during the choice driven narrative and cinematic turn - based combat,» says Andrej Vojtas, Creative Director, Poetic Studios.
I was pleased to see these kind of design decisions because the most important aspect of any turn based tactical game is punishment.
There are games that provide more interesting tactical decisions, games that invest more time in the story and games that stick around and entertain you a lot longer, but there's just nothing compared to the bliss that comes from this particular blend of battles and puzzle - adventure mechanics.
In the game, the player can switch between being a general who makes high level strategic decisions and being a ground trooper who does tactical maneuvers.
Get ready for a new kind of mobile card game with risk reward and tactical decisions a plenty.
The game involves a lot of fast strategic and tactical thinking, decision - making and hand - eye coordination.
Dr. Malcolm assists players with some of the decisions — both tactical and moral — in the game.
Steph also recommended thinking about your overall game, and each tactical decision by the player, as a process of Objective → Challenge → Reward, constantly cycling from the game start to game end.
These games are, not surprising, more about tactical decisions than flashy graphics.
Described as the spiritual successor to the original XCOM games, Xenonauts features all the tactical combat and tough decision - making that made the franchise popular.
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