Sentences with phrase «interesting npcs»

Based on the Japanese PopoloCrois Story comic book series, and featuring elements from the wildly successful Bokujo Monogatari farming and life simulation series now known as STORY OF SEASONS in the West, Return to PopoloCrois: A STORY OF SEASONS Fairytale hearkens back to the golden age of RPGs with its tactical, turn - based combat and towns full of interesting NPCs who contribute to a heartwarming narrative about friendship, forgiveness, and the bounty of the earth.
[Platform: Nintendo 3DS; Release: Winter 2015]-- A new game based on the Japanese PopoloCrois Story comic book series, and a new entry in the wildly successful Bokujo Monogatari farming and life simulation series, now known as STORY OF SEASONS in the West, Return to PopoloCrois: A STORY OF SEASONS Fairytale features both classically - styled turn - based combat and towns full of lively and interesting NPCs who contribute to a heartwarming narrative about friendship, forgiveness and the bounty of the earth that veterans and newcomers alike to either franchise can enjoy equally.
Even in games where more effort is put into writing interesting NPCs — like The Secret World — you still eventually end up moving on.
Stardew Valley gives players more control over the design of their farms, the kinds of animals and crops to raise, and also introduces more interesting NPCs.
The reason I picked Runescape and not, say, World of Warcraft, is because at least in WoW quests have some variety, change in scenery, interesting NPCs, SOMETHING to keep your attention and make it new and interesting.
The world seems to be only enemies and non interesting npcs.
My expectations were colored by genuine masterpieces of human creativity: Kris Takahashi's Interesting NPCs for Skyrim, which adds dozens of fully - voiced characters with their own questlines and personalities; Max - Ischreyt's Better Cities for Oblivion; and kinggath's Sim Settlements for Fallout 4 that allows towns to grow independently without player micromanagement.
The cyclical nature of the day - night gameplay, as you might suspect, might get repetitive and expected over time, so I hope that there are plenty of quests and survivors to rescue, interesting NPCs who aren't terible stereotypes, and multiplayer modes.
Paper Mario games in the past, though, have developed the story as they've gone along, building up the world they take place in as the action gets increasingly intense, Mario collects party members (or at least engages with interesting NPCs), and things draw to a climactic showdown.
There is not a story, character development, interesting NPCs or diverse environments... No anti-aliasing, terrible framerate, minimalistic ugly models, brownish washed out colors, and horrific loading times.
No story, no companions, wasted combat system, no badges, no interesting npc, nothing.
While there are some interesting NPC's and funny moments, it is not the sort of game you play for the story.

Not exact matches

Among the cell types tested, NPCs are particularly interesting.
It's possible to balance the number of NPCs between each guild, but unlocking some of the more powerful and interesting buffs.
Mike Bowden: I'm really interested in the way you tout the behaviour of NPC's and how their reactions are affected by decisions we make in - game.
Conan Exiles borrows heavily from the MMO's art style, music and settings, but of course with the exception of some NPCs and collectible documents, the player creates his or her «story» by interacting with the environment and other players.One of the more interesting aspects of Exiles is the player character's religious alignment and the eventual ability to summon mammoth, city - destroying avatars for a brief amount of time.
If you are interested in interacting with the NPCs in open world, you can take selfies or high five them among other interactions.
I also look for interesting world simulations so it feels like you are in a different universe (so lots of NPCs with random personalities and little stories, or even mini games.)
«We're looking at what interesting elements make a game more difficult, rather than just docking the player's health and making the NPCs shoot faster and harder.»
Dialogue has some new interesting twists due to your ability to reference past events based on your character's background from PoE I. It's fun to explore these branches of dialogue when speaking with NPCs.
- the developers» main goal was to break conventions, but they weren't sure how far they should go to do so - they took a look at what was core to Zelda games, and decided it was the sense of relief you feel after solving a puzzle - they tried to fix the parts of puzzle - solving people found boring while keeping the interesting parts intact - they wanted people to think outside the box - there are multiple ways to approach / solve puzzles and gameplay challenges - anyone who plays the intro will find a way to enjoy the story naturally - NPCs do have things the want you to do, but don't bug you about it, and you can ignore them if you want - some of the bosses are hidden in plain sight - the Sheikah tribe are key to the story, as is Zelda's blue tunic
Even when you are simply moving from place to place the environment manages to carefully and constantly fill in details, while the conversations between NPCs let you in on what's going on, often offering bites of information that ties in with other quests or even leads you to interesting locations.
NPC's give more interesting (and more sensical) information, and the game as a whole feels up to date and friendlier to the discriminating gamer.
A few of them even look like previously - revealed NPCs... interesting.
In addition to that they also added the ability to add every NPC non main cast member into your combat party, which was quite interesting.
Plus, the NPCs always have interesting things to say.
NPCs are much more dynamic and interesting this time around in comparison to those in Dark Souls 2 where I felt they were uninteresting and barely contributed to the game.
The Nemesis System, which allows the NPCs to learn and react accordingly to the protagonist's deaths, sounds quite interesting...
Pitchford is keen to emphasize that Gearbox recognizes this and has invested serious time into developing the game's AI, pressing the point that not only do NPC's have to have a good awareness of what is going on, but they must have interesting things to do with that.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
Lost interest when an NPC broke me completely out of the game with the line, «hey, I bet you can't press Z to look at me.»
Friendly NPC's will now actually be capable of speech and will hopefully make towns feel like a much interesting place to hang around.
- the eight protagonists won't have similar stories to each other because the team wants players to enjoy different experiences - the other six protagonists will have jobs different from Orberic (Swordsman) and Primrose (Dancer)- Orberic and Primrose were chosen for the demo because their starting points are closer to other party members - each protagonist will have different starting points, so there may be a gap in the progress difficulty - the team is trying to even things out, but they don't want every character to have the same difficulty, as that would be boring - the demo has surpassed 1 million downloads worldwide - a demo was released because they thought simply publishing screenshots and trailers wouldn't convey this game's fun factor - more than 80 % of the overseas player base found the game interesting - there was one player who won against a high - leveled NPC in a Duel, and another who defeated all bar customers - the team had expected the former, they didn't expect the latter - the music was received very well, which comes from composer Yasunori Nishiki - overseas players complained of hard - to - read text, because the UI was based on the Japanese version, which will be adjusted - the biggest complaints were about slow map movement, and the lack of fast - travel - both of these features have been implemented, with faster movement and fast - travel between cities - players also found the screen too dark, so devs are adding waypoints for paths and also bigger roads - there will be an Event Skip feature, as well as the ability to freely watch events that have been already seen.
Be interesting if certain NPCs offered...
The challenge for creating interesting, adpative and cunning non-player characters (NPCs) for combat games is ongoing.
It's just unfortunate that there are scenes that require some emotional attachment to certain love interest characters but the game did absolutely nothing to develop those characters to anything more than NPCs that gave out quests.
- Fix up the missing loopholes in character bios - Make sure the flow of the main story is on track - Implement new ideas in the main story to make it interesting enough - Come up with dialogue for the NPCs and main characters - Come up with weird but exciting side missions for the player to do
Several NPCs will offer loyalty quests and completing those will unlock new abilities in their skill trees, and others will offer basic fetch quests or nuggets of information that may lead to something interesting.
Basically, to gain Amity with an NPC, you have to know about topics they're interested in.
The combat is also fun enough and the idea of developing bonds with the players (NPC»S) around you is interesting however it would have been nice to have a little more variety in the game with maybe a couple of mini-games or something else rather than spamming the talk button.
Some of the more interesting new characters (Dong Bai, for example) are limited to being unplayable NPC's
Imagine the dynamics and aesthetics of an MMOFPS, throw in some highly customizable, modular mechs, add a detailed crafting system and base building, then add to that a hostile NPC faction of biomechanical creatures fighting for their own interests, add global events and a storyline, and you still won't get Pantropy... but you'll be pretty close.
And to make things even more interesting, our four beloved Vault Hunters will return as NPCs.
The game makes up for a lack of NPCs with interesting new areas and a killer final boss.
This can be anything from changing an NPC's thoughts to manipulating the environment, and most of these puzzles have coherent, interesting solutions.
It'll at least be a bit more interesting than aimlessly helping the same NPCs all day.
Speaking of characters you care or do not care about, the NPC's spread across the map are surprisingly interesting and really does add colour and life to this open world.
The game is enjoyable; the quests are varied enough to keep one coming back, the surrounding races and NPCs are interesting and the levelling points system has an appeal.
Although, there is one new interesting mechanic that From Software have added to the invasion and that is related to the Sinister Bell Woman NPC.
\» -iReviewT.com (scored A --RRB- \» Dangerous is without a doubt (no, seriously) the most robust space adventure available... \» -148apps.com \» Dangerous is well worth the money... \» -spacesimcentral.com (5 stars) \» For people who want a really engaging, in - depth experience... Very cool and very fun... \» -TheDaily.com \» Another interesting feature was the \» Romance \» option \» -unboundgamer.com \» An astounding level of depth takes Dangerous where few space sims have gone before... offering factional allegiance and NPC partner systems that are sure to whet the genre fan's appetite.
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