Which short game walkthrough




















Virginia There is very little for you to do in Virginia. There are no choices to make, and nothing really hidden for you to find as you play through its story. Despite not having any other characters actually appear, Gone Home manages to make the Greenbriar family feel wonderfully fleshed-out in a story that is warm and humane. Undertale You should go into Undertale cold if you can. That way, you can discover for yourself that Undertale is secretly one of the funniest games in recent memory, full of jokes and subversion and a scene of bizarre genius that involves a date with a villainous skeleton.

The whole point of sneaking around is having people not see you, and in order to be stealthy, you have to have a lot of patience. A self-contained prologue to the full-length epic Metal Gear Solid V: The Phantom Pain , Ground Zeroes is tactical stealth in a nutshell, just one hostile camp with a prisoner you must rescue by whatever means you scrap together.

And there are so many means. Endlessly replayable and impeccably designed, Ground Zeroes is a bite-size chunk of one of the best stealth games ever made. Her Story The interactive nature of video games allows players to discover stories, and not just take them in.

To the Moon Done up in the style of old 8-andbit role-playing games like the early installments of Final Fantasy , To the Moon eschews magic and monsters for a deeply emotional story about a company that creates artificial memories for the terminally ill, as a way of giving them a final chance to live out their dreams.

A simple game with a premise and earnestness that recalls Eternal Sunshine of the Spotless Mind, To the Moon is a somber, beautiful contemplation of life and memory. Thomas Was Alone Here is a game that will make you feel things about rectangles.

Like an abstract take on Super Mario Bros. Just like that, a game about little hopping boxes becomes one of the most warm and moving experiences you can have in video games.

Drawers can be opened. Secret panels and buttons are ingeniously hidden. Hotline Miami Video games are often violent, making you fire countless digital bullets into digital people and trying to make you feel badass for doing it. Hotline Miami rubs your face in this fact, going very far out of its way to make sure you know the heinous nature of your actions as a masked killer who does the bidding of a someone on the telephone. It then does just enough to make you comfortable with killing, thanks to its intentionally low-fi graphics and sleazy B-movie aesthetic.

If Nicolas Winding Refn made a video game, this would be it. Greens are built with drainage in mind. They will usually drain towards nearby water. Now we have reached the putting surface, and we need to consider the slope, which is the slant or tilt of the green.

Is the green bowl-shaped, humped, terraced or relatively flat? Where is the low point of the green? If we poured water on the green, which way would it run off? Walk from your ball to the hole. Sometimes you can feel the slope with your feet better than you can see it. Determine whether you are going uphill, downhill, or sidehill. You should now have a pretty good understanding of the slope of the green. Based on that understanding, you can begin to determine the break of your putt.

Now we need to consider the grain, the direction in which the grass tends to grow. Standing behind your ball and looking toward the hole, if the grass appears light and shiny, then the grain is with you. A putt with the grain will be faster and will break less. If the grass appears dark and dull, then the grain is against you.

A putt against the grain will be slower and will break more. On some bent grass greens, the grain will have little effect. On some Bermuda greens, the grain will be a very significant factor. Remember, when reading golf greens, grain will have an influence on both speed and break. Besides slope and grain, another factor that influences speed is the manner in which the greens are mowed and maintained.

During tournaments, it is customary to increase the speed of the greens. This can be done in a couple of ways. The putting surfaces can be double cut, cut first in one direction and then cut again perpendicular to the first mow. The greens can also be rolled. Machine rolled greens have greater surface firmness, smoothness, and speed. The weather can also dictate how greens are prepared. When it is very hot and humid, the greens superintendent may choose to leave the grass a bit longer, which slows down the putting surfaces.

When there is a lot of rain, mowing may be deferred, which again leads to slower greens. Last week, last month, maybe never? That's crazy, because it's something you can do at the practice green or in the backyard. It doesn't take a lot of time and the rewards are gigantic. Think what kind of scores you could shoot if you eliminated the skulls, the fats, the thins, the chunks, the blades, and the shanks.

And think how much better your putting would be if you were looking at six footers instead of 20 footers following your chip to the green. Back in the day, the Pitching Wedge was considered the right chipping club for playing short shots around the green. The Sand Wedge was the only club choice for blasting out of green-side bunkers. In the modern golf game, chipping club selection is wide open. The best players will use everything from hybrid woods to a lob wedge to get the ball close to the hole.

They will commonly chip with irons from 5 through 9, plus wedges with lofts from 48 to 64 degrees. As green complexes get more and more challenging, getting the ball close to the hole becomes more and more important. We waste way too many strokes by selecting the wrong chipping club for the shot at hand.

Don't rely on just one club. A better choice is to use the same basic chipping technique each time, but to choose a different chipping club depending on the distance you need to make the ball travel to the hole. You master a single method stance, alignment, ball position, take-away, and follow-through , then select a different chipping club depending on the height and distance you want the ball to travel. It's all about keeping it simple and consistent. Choosing the right golf club for the given situation is absolutely critical to short game success.

Assume you have 60 feet to the hole. Besides the distance, the chipping club you select will depend on whether you are: on the fringe of the green in the rough near the green in a deep green-side bunker on a bare lie going uphill or downhill. Really good players consistently pick the best club to handle their lie.

You're not going to make many chip shots. Hopefully some, but not many. So your emphasis should be on selecting a chipping club that will help you get the ball in the proper position to make a putt. Normally, you try to chip the ball as close to the hole as possible. But there are exceptions to the rule.

A 6 foot, straight, uphill putt may be far more desirable than a 3 foot, breaking, downhiller. Pick the right chipping club to put yourself in the best position possible. The ball should be positioned slightly towards your back foot. Place your hands ahead of the ball. This set-up will produce a descending blow with limited hand and wrist movements. Take a smooth, short backswing and then accelerate the club through impact.

The hands must lead the clubhead throughout the chip shot. That is, the hands should always remain in front of the clubhead. A tendency of poor chippers is to allow the clubhead to overtake the hands, causing a flipping of the hands in an effort to scoop the ball into the air.

Keep the hands in front of the clubface throughout the swing, letting the loft of the club elevate the ball. Very few of us get to the course early enough to spend any time on the practice green.

So off we go, hitting an occasional good chip, but way too many that are thin, fat, skulled, too long, too short, or maybe even shanked. How many strokes could we have saved if we had spent 30 minutes on chipping drills on the practice green? Get good at the four drills below and you will see your scores come tumbling down.

Between the ball and the hole, stick a tee in the green where you think the chipped ball needs to land to roll close to the hole. Using the 7 iron, try a few shots, adjusting the tee as necessary. Try to land the ball as close as possible to the tee. Repeat until you can consistently chip close to the tee and roll close to the hole. Now move the tee closer to the hole and switch to a 9 iron.

Go through the same process. Then, move the tee closer to the hole again and switch to your favorite wedge. On the course, select your chipping club and pick out a landing target for your chip. That target could be a discolored spot on the green that simulates the tee.

This spot chipping drill should really help your touch and feel around the greens. Simply lay the rug down away from the chipping area and try to land balls on it. Use different clubs and different distances.

This will give you a real sense of how far different clubs and swing lengths carry the ball. Mostrando 1 - 9 de 9 comentarios. Zelfore Ver perfil Ver mensajes. Nice guide! A little long, but not a boring read.

To sum it up for those unwilling to read it all; play through the Zhul'Kari questline to get Tyri. Tyri's spell has the chance to get you maps, and maps can be used in the Treasure Hunt minigame to earn a multitude of resources.

Also, even if you lose a match you keep any maps earned. This is a good way to avoid leveling too quickly as the difficulty of the AI is directly linked with your Hero's level. That's just partial cliff notes, though. For details on team ideas or how to keep Tyri alive, and also other methods of earning souls, I suggest reading the above more in-depth. Thanks Zelfore : Sorry it's so long but my teachers in school said I was always very detailed in my writings in jounalism.

They got onto me for making an article short and sweet also. Mivo Ver perfil Ver mensajes. Publicado originalmente por Zelfore :. Lol, ain't it funny but I got none of those cards except for Tyri and still don't have them.

I didn't buy anything in the game so far, so it's all from regular gold and glory chests. I ascended some of them also, so had multiples. Instead of the valkyrie, I think the alchemist would work also. I'm level 47 currently, played for about a month. No mythic cards, either. Actually, I wish they sold something that doesn't affect the game. I don't mind spending money on games I play, but I don't want any boosts as that sort of defeats the purpose of playing a game like this for me.

If I could buy something cosmetic without the VIP bonuses, that would work for me. Anyway, unrelated. Publicado originalmente por Mivo :. Feel free to mention to him that I'm in the same boat as you. I like the challenge and the unaltered sense of progress. Then again, I do enjoy grindy games that I can play at my own pace for months or years, which is probably a bit old-fashioned. I may make a thread about this soon.

Sorry Slayah, didn't mean to quasi hijack your thread. I guess it would depend on how popular the Hero is to play and they could charge a small fee for "custom skins" for their weapons.



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