Sentences with phrase «way in a tight game»

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 RocketIn 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 Rocketin 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 themein 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 themeIn 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 HarunIn 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 Harunin 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.
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