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.