We analyse
the work load of the players..
Not exact matches
Our
players need to start taking responsibility, they are the ones on the pitch making decisions and i feel seeing they are professionals earning a truck
load every month, the type
of proactive thinking and hard
work should happen naturally... yet we saw the opposite and funny enough this happens everytime we play teams that get stuck in and apply pressure.
We're creating bucket
loads of chances, showing much more flexibility in our approach to games and the
players are
working harder than ever.
Further, online play
worked well from a technical standpoint, with
load times and framerates practically identical to that
of single
player, which is to say there were no problems.
Over the last month, we've been pushing on getting save /
load working in the single
player side
of PA..
I do find the lack
of a horde type mode rather interesting, as the single
player forces you to take on
loads of forces, yet the multiplayer wants you to
work as a small squad against another small squad.
Fuego's design is intended to introduce casual audiences to the appeals
of competitive strategy games without requiring
players to front -
load learning how the game
works.
We used to play [Doom] a lot after
work, and one day Toshiba held this tournament where they invited along a
load of Doom
players.
A series
of loading screens commemorate some
of your finest achievements in the first game, collating beautiful ink
work that acts as a tribute to you, the
player.
I will show you
LOADS of real courses to
work through that will turn you into an amazing sax
player guaranteed.