Sentences with phrase «about making the game difficult»

Not exact matches

I concede that three games are a very small sample size to make definitive prognostications about our beloved Atsenal this season, however its very difficult from my vantage point to discredit the overall sentiments of the original post.
Before the game, there was plenty of talk about how Watford were playing very good football this season, and many were highlighting the defensive absentees that would make life difficult for our side, but since the loss much of the talk has been about Alexis Sanchez (who didn't even play), on the referee, and on Arsene Wenger which seems a little harsh.
I see many people complain about Ramsey but for this game he was the right choice because he helped make life more difficult for Valencia.
One man who knows all about making teams difficult to beat is 64 - year - old former Fulham and Liverpool tactician Roy Hodgson, whose West Brom outfit almost held the defending champions, Manchester United, to a 1 - 1 draw at The Hawthorns last Sunday only for an 81st minute Steve Reid own goal to spoil all their previous hard work in the game.
Predicting who might vote is a guessing game — at best — which makes decisions about whether and where to spend time and money extremely difficult.
Unless you really want to get rid of your Wii but keep the game, there's really nothing new to see or do here, and it might be difficult to make the resolution and presentation jump for a game that was just as much about how it looked as how it played.
-- Namco Bandai understands that fans want more Tales game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales games worldwide — It's been difficult to fit the game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this makes the game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the game has been ported over seamlessly — Some changes made to «in - game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales games can make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
That makes it difficult to talk about in any significant detail — it'd be a shame if many of those ways are even hinted at, for fear of giving the entire game away — but it will suffice to say that the actor Joel Edgerton, here making his directorial debut with his own screenplay, has made an auspicious, enjoyable debut with this late summer surprise.
Also, as I complained about with the last game, seeing as the enemies level up alongside you, meaning that the missions never get any less difficult, all this feature does is make your opponents annoyingly unkillable.
Make no mistake about it, Donkey Kong Country Returns is a difficult game.
When asked about the difficulty spike of some of these levels, Tezuka imparts a short piece of game design wisdom for those of you who are still setting about to make difficult courses.
We've earlier talked about how the low dollar makes game development difficult for developers outside of the US.
can you talk about what makes it difficult to bring this game to Vita?
It's not the most innovative, but I can imagine future games that make the shaping of the story and its outcomes difficult or challenging with the end purely being about what it is you want out of the story rather than just winning battles or puzzles.
While the game's anime-esque plot and graphical style are undoubtedly served well by sticking to the Japanese audio, the fact that so much of what goes on is spoken about while you're trying to avoid a hundred bullets makes understanding the plot and the character's relationships extremely difficult.
Well here's an interesting fact about Slick Entertainment Inc; They are a team of three people, so to be able to play test a game with more than three players would be difficult, so they made the game as a 3 - player brawler.
Those contracts typically include non-disclosure agreements that make it difficult to talk much about the work small studios contribute to big - name games.
This game is all about minor corrections, and purposefully makes it difficult to keep the racing line.
Meanwhile the game's plot is pretty personal and large parts of it are open to interpretation, making it inherently difficult to talk about in my usual manner.
It seems developer IO Interactive purposefully put more sting in the weapons as its difficult to keep your reticle on target, but in a game all about stealth I enjoyed this design decision and it made me think twice before giving up on a carefully planned approach to instead shoot my way out.
«Certainly, everything about making the game was difficult.
But the thing about how the game makes its beatability checks is that it only makes sure that it can be beaten only one way, so each level, even the craziest looking, boils down to a specific, and usually pretty basic, path that you have to stick to, or you'll have a much more difficult (almost impossible) time getting through.
And yet, there was something about Koudelka that made it difficult to dismiss as just another crap game.
Not to mention the fact that Young has created possibly the best PPG Boss Battle to date, keeping the puzzling aspects but also making it intense, more margin for error and makes you keep rushing about for practically the whole time, making it all the more difficult to beat the game.
When making an open world game, giving the player incentive to explore the world around them is among the most difficult tasks for a designer think about.
«It's really easy to make a simply difficult game,» say Hayashi, whose past credits include directing Ninja Gaiden 3 and Metroid: Other M. «That's just about increasing this three up to a ten.
For more information about RunGunJumpGun here at IndieObscura be sure to read through our interview with ThirtyThree about the making of RunGunJumpGun, learn more about all the things you can't touch in RunGunJumpGun, and check out these other insanely difficult games that will drive you crazy with RunGunJumpGun as one of the featured titles!
You may have heard something about 2017 being kind of awful, but positively spectacular for games, which makes my job very difficult (the the best way), and also wonderful.
It did make it difficult to get a feel for the game when I only stayed alive for about three to five minutes before getting blown to pieces.
There was a number of criticisms about the service because it was difficult to tell what sort of threshold was required in order to allow the game to make it through the voting process.
This, coupled with the announcement that the game footage from the reveal trailer was added in post, may make it difficult to discern exactly which rumors are true about the console's strength (and, as a result, the price, power drain, and every other related point).
For all the boasts about difficulty — and it is difficult, forcing you to actually unlock anything above «normal» — the game also welcomes newcomers or those just wanting to tear around and have fun, with the «easy» and «very easy» modes making it no problem to simply tear through enemies and have a grand time doing so.
It's time to retire the cliche about the Souls games being unfairly difficult, because, over time, the series has both made concessions to accessibility while simultaneously teaching players how to succeed.
Now, it probably sounds like I'm just bragging here (and that's probably valid), but I say it to make a point about the 8 - bit and 16 - bit game era: The games weren't necessarily difficult, per se, they just rewarded repetition and memorization.
Now, it probably sounds like I'm just bragging here (and that's probably valid), but I say it to make a point about the 8 - bit and 16 - bit game era: The games weren't necessarily difficult, per se,
I'm all for making these fighting games more accessible since I find them quite difficult as well, but forcing simple mechanics is not the appropriate way to go about it.
No racing game should live or die on the strength of its narrative, but, by stuffing the game with awkward, two - dimensional petrolheads, Ghost Games have made it difficult to care about what little plot there is.
According to the developers I've been speaking with about this incident since E3, having nine studios working on a game could actually make it more difficult to add any sort of content into a game.
Thankfully, the old adage about stealing from the best rings true for Blacklist - the upgrade system forces you to make difficult choices or take on side missions to earn more funds, much like it did in Bioware's games.
We were initially quite worried about getting the game onto Android (there are times that being an African studio really makes indie life difficult) but thanks to our friends at Finji, we're able to bring the game to Android at the same time as we publish it on iOS.
From a simple matching game to a (pretty) difficult competitive game, the opportunities to make faces and talk about those related feelings are endless.
a b c d e f g h i j k l m n o p q r s t u v w x y z