But you're right, if Burns / Mooney can each get a few offensive boards, it could go a long
way in a tight game.
Not exact matches
They hung
tight with the 2x Defending Champs for much of Sunday's clash before giving
way to Team Lalez
in the
Game's final 15 mins.
Despite a lack of quality, flowing football, both sides put their all
in to what was a crucial
game for both sides» hopes of qualifying — and it was a tense,
tight game that could've gone either
way.
Beat a top team and we are lucky, beat a lower team and we should be beating them anyway, lose when playing a too risky brand of football and we are inept, win a
tight game playing ugly it is not acceptable nor the Arsenal
way, win by 3 goals and it should have been 5, keep playing the same predictable
way every
game and we should vary it more, vary our pattern of play and we should go back to doing what we used to, win 2 - 0 and keep a clean sheet and we should have been more adventurous to improve goal difference, win 2 - 1 and concede
in the last minute and we were naive not to shut up shop, win 12 out of the last 15
games and it should have been 15 wins......... blah, blah.
I didn't think their
game last night was as good, where they weren't as
tight as dialed
in as they have been all the
way through.
I hope Ramsey does play well but the truth is, he can not spread passes the
way Cazorla does, he can not hold the ball well
in tight spaces, time and time he has been given chances to do that but the result has been the same, remember the West ham
game earlier this season, we were without bite and toothless, I do hope he proves me wrong this time.
I paid attention at what elneny play he is very calm and his pass rate was successful mind you side
ways but he lobed
in few balls I think he was to scared to leave a gap well done for me cause we controlled the
game nicely wellbeck did well too i thought if any one could score it would be him was a bit disappointed with Campbell he spieled a few pass but did well with the free kick Barcelona is different i do nt know how Mr wenger will approach it but we need a
tight midfield to eliminate the three we need to score our chances looking forward for it
Yes we have attacking options on the wings (sanchez) and
in CAM and Giroud is doing an admirable job and Walcott could do a job down the middle but if we want to win more
games and finish top, as well as having goals from the rest of the team we need a demon who will bang
in 25 - 30 goals for our goal difference and to pounce when it's
tight and that 1 chance falls your
way.
They are
in tight games week
in and week out, sometimes the ball bounces your
way..
In a series that has been razor - thin, it's the Portland Trail Blazers that have found a way to come out ahead in tight games against the Houston Rocket
In a series that has been razor - thin, it's the Portland Trail Blazers that have found a
way to come out ahead
in tight games against the Houston Rocket
in tight games against the Houston Rockets.
This is a decent article, yet the negatives from fans are still there, I would love to see arsenal like I did at the end of the 90's and at the beggining of the 2nd millennium but it doesn't mean
in order to do so I would buy all the best players
in world, I would get a rich owner to put his filthy money
in, change the manager every 2 years to do so, there's so much wrong
in football nowadays that yes it's still a sport but there's more focus on the filthy amounts of money being spent on clubs and players that I think attracts more attention than the
game itself, now that is wrong and it's very wrong, even our owner though not like the arabs or Russians, yet the yank is clueless about the tradition of our
game, it's just sad, so the fact that Wenger has remained for this long through all these changes that have occurred whilst the money
game has elvolved, it makes me happy that arsenal do not spend stupid amounts of money on players, we don't try and buy the league, hell we even
tight with wages and transfer fees, I'm glad it's like that, though our season ticket is a rip off I still don't mind it because at least we are not like the other supreme teams, there's a bit of tradition left at our club, yet you go to man shitty or Chelski, there is no tradition, it's all about buying ur
way all the
way to the top, on the other hand spuds don't know what to make of them besides how the heck have they finished above us?
I agree there were a few calls that didn't go our
way, but I'm stoked they happened
in a
game that finished 4 - 1 than a
tight encounter.
That one was
tight all the
way, with each side taking a two goal lead at some point
in the
game.
Porto started the month with a 0 - 0 draw at Sporting,
in a very
tight match that could have gone either
way, and ended with a shocking 3 - 1 defeat at Gil Vicente, a result that put an end to Porto's impressive 55 league
games undefeated, the biggest streak ever
in the Portuguese League.
They have netted at least three goals
in each of those five home wins as well, but things are probably going to be a lot
tighter in this one and under 2.5 goals is probably the
way to swing for the
game.
The controls
in general feel laggy, perhaps as a result of the
way the
game is buffered on the Wii U, but I played the
game side - by - side with DKCR and it was like night and day how much more responsive and
tight DKCR was.
But like Abrams did on «Star Trek,» Whedon has stepped up his
game in a major way: the action is clear and coherent, the pacing is tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme
in a major
way: the action is clear and coherent, the pacing is
tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin
In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme
In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme).
Let's just get this out of the
way; by the Caped Crusader's overly
tight tights does this
game look phenomenal, boasting the most detailed and impressive digital version of Gotham city to date, and arguably the best representation of the Dark Knight's home
in any medium, although on a personal level I still have a strong nostalgic love for Tim Burton's brooding take on the city from Batman Returns.
Move
tight integration
in the gameplay is what makes the
game interesting, no the other
way around.
There are times when navigating Snake around the place feels overly awkward, especially
in the heat of an emergency when your, for example, trying to run away from a tank and the camera often got
in my
way during
tight sections, but overall this is a more able and precise
game than its predecessors.
No, really:
In Blur, when you hit level 50 in the multiplayer system, you have opened up all the cars (oh, Koenigsegg CCX, how I love thee), activated all the mods (Mastermine — which fragments other people's mines and gives you the points for it — is my favorite), unlocked all the game modes (including Motor Mash and the fan - driven Community Event playlist), and hopefully have a decent strategy for all the tracks, from the tight turns of Hackney to the one - way trip down Mount Harun
In Blur, when you hit level 50
in the multiplayer system, you have opened up all the cars (oh, Koenigsegg CCX, how I love thee), activated all the mods (Mastermine — which fragments other people's mines and gives you the points for it — is my favorite), unlocked all the game modes (including Motor Mash and the fan - driven Community Event playlist), and hopefully have a decent strategy for all the tracks, from the tight turns of Hackney to the one - way trip down Mount Harun
in the multiplayer system, you have opened up all the cars (oh, Koenigsegg CCX, how I love thee), activated all the mods (Mastermine — which fragments other people's mines and gives you the points for it — is my favorite), unlocked all the
game modes (including Motor Mash and the fan - driven Community Event playlist), and hopefully have a decent strategy for all the tracks, from the
tight turns of Hackney to the one -
way trip down Mount Haruna.
Controls that are
tight, responsive, and intuitive without ever getting
in the
way, and
in fact make the
game a blast to play, that has a multiplayer component that will keep you playing until the single player DLC finally comes out.
So has the
game been
in any
way adversely affected by the
tight release schedule?
Snake Pass has a complete new concept of control, you'll find yourself slithering along, climbing up bamboo branches and other obstacles controlling Noodle
in a different
way to most conventional
games, for example to move you have to slither left to right with the left stick and pull back the right trigger, it sounds simple but can be rather tricky especially when you're trying to climb up obstacles, you can also press left trigger to get a
tighter grip when you're coiled around different items
in the land!
It combines
tight combat, inspired art design and innovative
game mechanics
in a
way that would make most other big - budget narrative titles jealous, but it doesn't seem to have a focus that ties them all together.
Chronos keeps things intentionally
tight, with only a few weapons to find and upgrade and very little
in the
way of NPCs to interact with, but it's still the longest, meatiest
game made for VR that I've played.
The aiming, however, feels
way too inaccurate, which is a sharp contrast from the
tight controls
in the rest of the
game.
Features • Sci - Fi action / adventure combines aerial and on - foot combat for a totally unique third - person shooter experience • Will's jetpack delives total freedom of movement allowing players to race against UFOs
in high - speed chases and rain death from above onto unsuspecting otherworldly foes • Speed and scale unmatched by any other action title: send Will zipping through
tight corridors and then out into immense canyons and futuristic geoscapes • Gravity - defying vertical combat system, where moving up is the only
way to bring your enemies down • Seemless transition between jetpack flight, ship - to - ship dog fighting and third - person shoot - «em - up action all exists within the same level — not broken up into different «areas» • Unique grip system that allows the players to scale walls by jumping from surface to surface and hijack UFO's while
in mid-air • Huge bosses that require fast reflexes and aerial barnstorming manoeuvres to defeat • Developed by Airtight Studios, a new group featuring team members from the Crimson Skies series of video
games
«The job requires a lot of new skills, and uses a lot more Japanese, but
in most important
ways it feels just like 8 - 4: a small,
tight - knit group of friends who are willing to go the extra mile out of love for their
games.»
These issues
in no
way completely ruin the prospects for these and other
games in need of
tighter dialogue, but it's a shame to have a seemingly simple aspect potentially tarnish what were promising previews of some of the biggest titles currently
in the works.
There are 4 gameplay modes; Elf the tiny dog is back to help you get into
tight places; there's a new «Gift of Sight» element and I agree with other reviewers that it's a bit clunky but it does provide some answers
in a «this is what really happened»
way; hidden objects are presented
in a variety of
ways; puzzles and mini
games are pretty good even though it might take a minute to figure out what you're supposed to do.
Sounds great on paper, but the control was not super
tight or response,
in that
way that most iPhone
games are, so it's not exactly EA's fault, and one can certainly get used to it like
in every other iPhone
game of its nature.
The controls
in general feel laggy, perhaps as a result of the
way the
game is buffered on the Wii U, but I played the
game side - by - side with DKCR and it was like night and day how much more responsive and
tight DKCR was.
The use of a specific theme and
tight deadline stimulates the creative process
in an interesting
way, and one can choose whether to experiment wildly, or simply challenge their own skills with
game production.
The controls
in the
game are very
tight; no longer can you waggle your
way through fights.
The structure allows the designers to play with ideas
in a
way the grim, cinema - aping blockbuster
games, which must squeeze their
game design ideas into
tight narratives, can not.