Sentences with phrase «very high character»

Not exact matches

So I guess you would be fine with a student at a high school graduation getting up to the podium and saying «I would like to take this moment to reflect on how strength of will and character helped all of us to graduate today, and please join with me for a moment of reflection at how amazingly the human race has evolved, to this point of passing on our collective knowledge to each new class, and to hope that we add to it, for if we do not, the future may be very dim.
The nation took on a character which we are to envisage as a very moderate expression of the high concepts put forth by the three accepted exponents of the way of the Lord; or perhaps it is better said that hee nation trailed far behind such ideals.
Throughout this very «high Methodist» discussion of such practices, Jones is at pains to display their Trinitarian character.
Due to the high level of customization, it is very easy to ruin or severely impair a character in Champions Online.
Every element of the distillery design, including the unique still shapes, has been geared to producing the very highest quality Speyside malt whisky with a rich, fruity character, a vital ingredient to the highest quality blended Scotch whiskies.
At the same time, you very much know it's against the rules to sell your autograph, and every time you do so, you risk getting caught doing it, especially since those you're dealing with aren't necessarily going to be of the highest moral character, and it only takes one to turn you in.
And of the female characters, specifically in G - rated films, which are for very young kids, we found that there are no CEOs, no politicians in high positions, there were no female characters in medical science or in law.
The two young men had listened to Mario's speech as it began to come together, «and when you work in government... you go through such highs and lows together that you really bond or you wind up very distant from the other person, because you really get to see a person's character,» Andrew Cuomo said.
I think that when we consider that the office was first filled by a man who risked his own life on behalf of liberty, that clearly shows that the measure of character for this office was set very high right from the start.»
While the previous films in the series have been just that — parts of a sequence designed to get us here, each with their own beginning and end — the first and second parts of Deathly Hallows are two halves of the same film, and to approach them as separate entities means missing just what director David Yates, writer Steve Kloves, and a host of storytellers and performers have done: They've made a five - hour fantasy epic that balances effects - driven battles with some very real character moments, and one that isn't afraid to have its heroes pay a high price for their convictions.
There are no new ideas, no very funny new characters, but one frankly unfunny new character: a retired Merlin - wizard figure, voiced by Eric Idle, who used to teach spells in high school.
These guys an be very funny and they go above and beyond to sell their zany jokes and larger - than - life characters, best typified with Hefferman (Sky High).
There's very little depth to the cast of victims (ahem, I mean characters) even in comparison to the average slasher film, and Mary Elizabeth Winstead (Sky High) is the only actor to come off in a positive light.
Kelly Fremon Craig's film eschews the kind of glossy veneer that so often coats current high school - based offerings, instead opting to deliver a charmingly flawed lead character who is thrust into some very relatable situations.
The footage for director Bryan Singer «s sequel teased some high stakes, new characters, its godlike villain, and, most notably, a very bald head.
Little Accidents is very low - key, focusing more on character relationships than the more high - energy «WE HAVE TO BRING THE GUILTY PARTIES TO JUSTICE!!!!!!» tone that another movie might have gone with.
Moreover, theories about sociological, hidden and subliminal messages in Disney films and characters are so prevailing that I have enjoyed intriguing classes on the very subject in junior high (for free) and at university (for a repossessed Porsche).
Among the high - profile premieres this year are «Antz,» the new Dreamworks animated film; James Ivory's «A Soldier's Daughter Never Cries,» with Kris Kristofferson playing a character inspired by novelist James Jones; «Dancing at Lughnasa,» starring Meryl Streep in the film of Brian Friel's celebrated play; John Waters» «Pecker,» with Edward Furlong as a fast - food worker whose photos are embraced by the New York art world; Helena Bonham Carter and Kenneth Branagh in «The Theory of Flight,» about a work - release prisoner assigned to a woman with Lou Gehrig's disease; Ben Stiller as a drug - addicted TV writer in «Permanent Midnight»; Christina Ricci in «Desert Blue,» about slim prospects for a teenager in a town of 89 people; «The Imposters,» the new film by Stanley («Big Night») Tucci, starring Tucci and Oliver Platt as cruise - ship stowaways; «Rushmore,» with Jason Schwartzmann as a prep schooler who is a lousy student but hyperactive in campus activities; Cameron Diaz in «Very Bad Things,» about a bachelor party that ends in murder; Cate Blanchett as «Elizabeth,» the story of England's 16th century monarch, and «The Judas Kiss,» with FBI agent Emma Thompson on the trail of the kidnapper of a computer genius.
She remembers Gortner as the high - energy den leader of the cast, on a shoot that ran far too long, and discloses that co-star Ida Lupino — herself a budget filmmaker of some renown — grew so fed up with the schedule that she wrote a death scene for her character, browbeat Gordon into filming it that very day, and went home.
The 2.0 soundtrack isn't too hot - the two native characters are often tough to understand, and a number of other characters are as well - the audio just hasn't been mixed very well and while it probably wasn't the most high - tech audio tracks to begin with, it should be more distinguishable than this.
They pay very little attention to any backstory to the characters or give them high enough stakes for what they may lose if they don't make it out.
A few months ago we had the pleasure to review Dragon Ball Xenoverse 2, it scored very well for its high intensity fights, great roster of characters...
A skateboarding road - trip flick that will bore real skateboarders silly (and I should know — I've been one since the late»70s), it includes barely 10 minutes of badly - edited actual boarding, less than half of which features the main characters (no - name actors using obvious stunt doubles), who in the course of the movie perform only one trick (at the very end) that's beyond the abilities of any dedicated junior high school punk with a modicum of talent.
Movies of this type are challenging not only because the characters have to be interesting — which means the actors must be on point all the time — but also since the standard is very high.
Say you have a very high ranking character, maybe your Red Dead Online character will get a percentage boost to that game's version of RP.
The majority of these changes only really affect high - level play, and for casual or moderate players, their favorite characters will still handle much as they have previously, and the overall gameplay experience will feel very similar to Super Street Fighter IV.
His high jump ability is achieved by using his cane as a pogo stick and is incredibly useful for reaching very high areas that would normally be impossible for other characters to get to.
As the junk food loving Barry (due to his very high metabolism, he must constantly eat), Miller gives the character a heart, a soul and a proclivity for one liners.
Our story is rooted in that high - speed danger, but also very much character driven, and this is where having someone of John's caliber and gravitas pays great dividends.
Very sweet movie with all the characters and circumstances we've come to expect from a really good high school themed film.
Director Franklin (Devil in a Blue Dress, High Crimes) makes great use of a subdued score, and while he doesn't really handle the main shootout well, the dramatic scenes between the characters are very realistic and riveting, with a particularly disturbing scene of murders in the beginning.
In part, perhaps, because the very term «character education» evokes such an all - American image of wholesomeness and high moral purpose, this is one bandwagon that educators are almost sure to be climbing aboard in growing numbers.
At the very least, they can help to instill a sense of hope and optimism in their students — by getting them ready for college and / or a satisfying career, by embracing high - quality technical education, and by developing in them character traits like drive and prudence, both via classroom instruction and through extracurricular activities.
Employers consider the following character qualities as being of «very high» importance to the workplace (in descending order):
While all of the essential elements are there, such as a loved one held hostage to force the main character's hand, a high - ranking government official with a lot to lose, plus a tribe of varied bad guys, it would be easy to think you've read this story somewhere before, except for the fact that the author does a great job of drawing the reader in through a very readable voice.
This series is very enjoyable, and as it nears the end of its current arc, there are still high hopes of a deeper focus on character growth.
«It could have been a good book... But because of one particular plot device... the novel refuses to sail very high in the water... at a cost for the good of the novel, Coetzee ushers onto the stage the eponymous character from his previous novel, Elizabeth Costello.»
Presence determines the size of their aura, so characters like Jodariel have very high Presence and low Quickness.
- despite the new business partnership with Cygames, Nintendo is very satisfied with its mobile business - they are also happy with the various projects created in partnership with DeNA, and their relationship will continue - Nintendo is trying to expand its lineup of mobile games - Cygames had a plan for a title that was very deep and Nintendo thought it was important to develop and operate it jointly - DeNA doesn't just support Nintendo's mobile applications, but also its Nintendo Account system with tech and dev support - those areas of Nintendo's partnership will also continue - Nintendo is open to partner with other companies as well in the future - by using Nintendo IP in mobile apps, the company wants to spread awareness about Nintendo's characters - ultimately they'd like it to become synergistic with the console business - Nintendo wants to make mobile games one of the pillars of revenue - it's not enough to just expand dedicated internal development resources for this goal - this is why Nintendo is looking for possibilities to do it externally as well - Nintendo thought that Cygames» plan with Dragalia Lost was common ground for the companies, so they decided to partner - one important factor to think about when managing a company like Nintendo is that its products aren't daily necessities - Nintendo creates entertainment and fun, and the essence of its business will remain unchanged - Nintendo says it's a high - risk business, and there are times in which performance could be good or bad - Nintendo will continue to create specialized gaming hardware and software for the world - the aim is to be successful every time, but sometimes it will work out, and sometimes it won't - instead of thinking «I can't do this» they'd rather think «what can we do to continuously tighten our relationship with the customers?»
I have very high expectations for gears xbx one now, with fergusson on board and the franchise now being exclusive, MS has the opportunity to push the it even further by investing a lot more into it and expanding the universe, story and characters and taking it much farther than Epic ever did....
I can't speak to the character because I don't watch the show, but the figure is very high quality.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
With Batman still green behind the ears and this being the very first time he's ever encountered villains of this high calibre Warner Bros Montreal missed a perfect change to craft a night of pure hell for Batman, the assassin's and Joker razing the character to the ground before he is forged anew as the Batman we know from the later of games.
The characters all look just like they would if someone made a high - budget anime about their respective Final Fantasy game and then hired a very expensive video game developer to make a game about that anime.
Once the game and system opens up, however, it becomes interesting and important strategy to decide if characters are going to learn another role at a very high price and abandon buffed stats, or favour more powerful characters instead of extremely helpful choice in battle.
There may be special types of bombs and different character specialties (like longer range bombs, or higher health), but these attributes make very little difference in the grand scheme of things.
Keeping your combinations going between characters becomes very important against higher level monsters in order to maximize damage without causing them to «Soulbreak.»
- 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.
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
Hi Nick, When playing on the PS4 I find the sensitivity of the stick movement to be very high, in that the slightest change of axis on the stick sends the character moving.
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