No real sense of danger aside from the, what, two minutes of wolves and tigers.
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4) Arrows again: jump and use either peanut popgun to generate a sense of danger in your opponent or your banana and remember to use side B as an extra jump in case you need it.
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Sense of danger is important for suspense.
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Words do not make sense, everything seems off, and there is a constant sense of danger, yet, I cannot really feel anything.
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I do have a poor sense of danger, a gift for delusional thinking, and can hold really hot objects for a long time; so the volcano should be perfect.
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Not that you're wrong necessarily about their sense of danger in foreign countries... but rather I feel like we in the west also experience that sense of caricature of foreign nations and disproportional reactions to scandalous stories we read in the news as well.
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Like you said, Yoshida has already stated that the new areas in 3.0 will bring back a sense of danger to travel and I am really looking forward to that.
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You always had that sense of danger with the speeds the cars were doing, you knew with all that energy, the explosions that propel these machines forward and all the staff and crowds in attendance that there was potential for complacency, mechanical failure or luck to bring something horrible about (sadly it has with marshals in recent years), but I don't think as an F1 fan of my generation you ever looked at any of these drivers and considered any real harm would befall them - you never looked at these young men and even imagined anything that happened on the track would lead to them not being there at the next race.
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It used to only be a vague sense of danger, but over time, that reasonable power has been honed into something ludicrous by power creep.
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It doesnt feel like im fighting anything, i just feel like im clicking mobs/packs, there is just no real sense of danger.
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Albeit with an added sense of danger due to no seats, let alone seatbelts.
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That really added to the sense of danger he brings.
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I keep doing it because I like constant sense of danger.
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Work on the feelings (fear, sense of danger, etc) and in the story, and the game will be good.
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The thing is that I'm not at all feeling any sense of danger because of tonnes of other developers quite possibly taking over the OnePlus support when this one guy quits, be it supported officially or unofficially doesn't matter for me.
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I'm playing through The Last of Us for the first time ever and I'm taking my time on Grounded through it all, mostly cause the HUDless option in the menus is different from the "HUDless" Grounded mode gives you, but I like the extreme difficulty because it gives me a similar sense of danger to what my character is supposedly experiencing.
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Yes, the enemy jeeps chasing you were annoying, but they also added a sense of danger to traversing the map.
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It gives Peko a sense of danger because her hope comes from protecting someone she cares about, so Monokuma knows she needs the object of her protection around in order to have it crush her into despair.
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Went to a Halloween party on the Kalakala ages and ages ago - the creaking ship with rusted out holes in the floor (cordoned off) added a very real sense of danger to the festivities.
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I wanted rope bridges to pose some sort of obstacles for the players, or at least that sense of danger that the bridges could collapse and they fall into the lava.
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One it doesn't evoke a sense of danger or challenge as much as "TEAR GAS" which is technically accurate and secondly if you disperse pepper based liquids via gas it is no longer a spray, so it's not really accurate to call it pepper "spray."
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I believe self-defence is characterized by defending yourself where there is a clear danger on your life or protecting someone else whose life is in an urgent sense of danger.
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While teams like Bayern Munich rarely are in any sense of danger provided by random and unexpected events, our team struggles to deal with those events.
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The 21-year old is probably more mature, and adolescents have an extremely bad sense of danger and risk.
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In the PU we'll also have actual incentive for fighting and a sense of danger that doesn't exist for our immortal ships in Arena Commander
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It's good for if you are walking around a sketchy part of town or any non-immediate sense of danger.
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The expansion looks like it will include large, more open areas with a greater sense of danger!
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Never felt any sense of danger or threat in the area.
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Ten and Twelve have a lot more sense of danger to their adventures, even if 11 had some worse enemies.
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I think that for lower level characters this sense of danger makes a lot of sense, it's a different experience than playing as a spartan.
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Another thing I want is a sense of danger.
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They're just ignorant everyday drivers who have no sense of danger in these conditions.
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John Cena running to save Edge from death, negating any sense of danger mere moments before that had lead to The Authority's return.
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Only complaint is that the default weapon made the enemies feel very bullet-spongey, but then again, that only made me feel a real sense of danger; something you don't often get in modern games.
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You're sense of danger is like a surfer afraid of sharks.
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The sense of danger?
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Plus with the current failure of the American university system I almost feel a sense of danger in recent college grads being in the workforce.
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Looks incredible, and the occasional out of control one flying towards the crowd adds a real sense of danger.
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Does knowing that this character dies take away any sense of danger or intensity within the series?
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I'm surrounded by a faint sense of danger slowly closing in, slowly growing.
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Sure, the overly simplistic combat system was also annoying as was the way too easily predicted AI (which removed all sense of danger from the combat).
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You could argue that the slice of life episodes of YuYu felt "more precious" after the battles, but I never really felt a real sense of danger until the last few episodes.
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His flatmate especially agreed that James has no sense of danger and can't control himself - apparently he dragged the flatmate out drinking last night with people they'd never met, even though they have to get up at 6am for work.
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The show doesn't try to show a sense of danger because the girls themselves don't feel that sense of danger.
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For Madoka and Sayaka, when they encounter their first witch they don't know what is happening, and neither does the viewer, so there is the sense of danger due to the unknowns.
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And these unknowns bring the sense of danger that you felt.
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I think what you're saying is you wanted to feel a sense of danger throughout the show, but I don't think that's what the show was trying to achieve.
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I think that if there was a sense of danger from the beginning, the show wouldn't be Yuuki Yuuna anymore.
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It had a sense of danger about it.
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I think the suspense is managed very well, and despite being very graphic it manages to maintain a psychological sense of danger and mystery as well.
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