Sentences with phrase «just as game developer»

Just as game developer Valve found success with Steam, developer and publisher Electronic Arts tried to do the same with Origin, an online store that sells digital copies of its own games.

Not exact matches

Are we headed towards all games having EULAs, or could each platform — like Xbox, or iTunes — just aggregate them as one on behalf of developers?
And just as traditional media have been forced to adapt to the digital world, traditional game developers will have to fully embrace mobile or risk the financial consequences.
Viewing this as a launch year game, it is harsh to dwell on the games shortcomings (the audio for gunfire is just awful, character models lack the shine as do certain parts of the game, slow down occurs when things get too hectic and it can be difficult to get into a game online) when it is the first game of the series, the first game by the developer, and the first FPS game for the Vita.
It's cool to see the developer put a little more time into the sequel's development, but the game still uses the old technology: it looks and sounds just as poor and «budget» as the original title.
The developers started this off as just a little workshop and we demanded it, and the developer has made a shed load of money for what is a game that has little substance.
Black becomes more and more enjoyable as you continue to play, and the developers really just make every moment of the game unique.
I really do hope that the developers work on another Test Drive game as Test Drive Unlimited is just a great online racing experience.
Just two days after we took a hands - on look at ARDefender from developer Int13, the game has now become available in the App Store as of this morning.
We have enough cartoony and colorful Zelda games as it is and now is the time for a Zelda game for a more mature audience (I dream of having Dark Souls» developer making a Zelda game for Wii U) but at the same time, it's a bit unfair to not give a game a chance just because it aimed at a younger audience.
If you are, we've got some good news for you: Indie developer The Game Kitchen's recent Kickstarter project, Blasphemous, just became a reality for home consoles, including the Switch, as announced on Twitter.
For Team Meat's part, the developer tweeted that if its next game, Super Meat Boy Forever, a sequel with six new story chapters and twice as many bosses as the original, continues this trend it might even think of manufacturing its own Amiibo just like Yacht Club did.
But that's just one piece of the puzzle, as developers must streamline the gameplay mechanics, animations, combos and everything else that make a good fighting game stand out.
«If it [Hotline Miami 2] ends up not being release in Australia, just pirate it after release,» developer Jonatan Söderström wrote via email to a fan expressing concern about the game's availability, as reported by Polygon.
Nice to see this game will likely have dual audio for those of us who like to hear the games native language, I don't buy games like this if it's only available in English, not after the likes pandoras tower, arc rise fantasia, the last story etc, the voices in those games was make or break for me, I really appreciated Platinum giving us the option in the Wonderful 101, and they'll most likely do it with Bayonetta 2 as well, I don't know why Japanese game developers or publishers (whoever makes the decision) can't just leave them in there as an option, it's not like they lose anything by doing so, fyi, this game looks AMAZING.
That's not say those games won't be good, I'd just rather see them to aim as high as developer VRWERX is with this VR game.
To say developers Deck13 Interactive and CI Games have just ripped off Dark Souls would be a grave disservice to Lords of the Fallen, as it is very much its own game.
The reason why quality games such as Record of Agarest War, Monster Hunter Freedom Unite, XCOM, Final Fantasy Tactics and others appear on the store alongside cheaper but just as fulfilling games such as Block Fortress, Giana Sisters, Junk Jack X, Minecraft: Pocket Edition, SurvivalCraft and other on the App Store is for convenience on the part of consumers and market penetration on the part of the developers.
Well now the year is 2016 and one of the better selling games on Nintendo's home console has made it over to the 3DS as an extended port, due to very popular demand and this game, the joint efforts of developers Omega Force and Team Ninja, is just as great as the last one, if not better!
Australian developer Samurai Punk may have just made a game that is as much a polarized political lightning rod as it is...
Obviously, the reception was less than positive; Square Enix hastily announced that developers had switched back to turn - based battles and that the game would have just a robust a single - player experience as any other Dragon Quest game.
It also didn't help that other game developers were watching Rovio's early success and learning from their formula at a much higher level, instead of just copying it (though there were a few that tried that as well).
Through the use of cinematic trailers, developer walkthroughs, or just simply saying «we are making game X», developers have for many years used E3 as a time to unveil the big games they're working on, and this E3 is no different.
However as its human nature it has also been a way for the developer to launch a game in a poor state just to fix it in the coming months.
Tim Schafer — well - known developer at Double Fine who was the brains behind Psychonauts and has worked on other such games as Grim Fandango, Full Throttle, Iron Brigade, Brutal Legend, etc. — said to Digital Spy that «I'd love to do that game, but I'd have to convince someone to just give me a few million dollars, that's all.»
You just don't hear about it anymore and you think that game developers would avoid having the FPS dive below anything that doesn't flow as fast as reality.
Even though i was planning to get a used copy to spite EA (as usual), i'm tempted to get a new one just to support the developers Bioware since they're taking a no - bullshit approach with the game's development.
If you think none of these developers, execs or otherwise, don't play games on another platform just because it's another platform, you're belittling them as real people.
We honor great movie directors and writers, but seem to more often forget to honor the developers who make the games we love even though the creative process is just as, if not more complicated and specific than film.
This might be just sort of one of our particular traits as developers, but we start by creating this well - built exterior to our games.
You don't get to move through the level as you kill enemies, you just stay in that one little zone It's like the developers had zero concept of how a good run and gun game should work, namely that movement needs to be fast and responsive so that the player can weave through the vast hordes of enemies, and the levels need to be designed to facilitate this.
In truth the developers just don't seem to comprehend what makes an online open - world game tick correctly, and what we're left with as a result is a shadow of what it could have been.
It's easy to write off Spec Ops: The Line as just another brainless third - person shooter, but that's not the case as Yager Entertainment, the games developers, are determined to creat...
There are a ton of theories that can be used to point the finger as to why this is, from a strong homebrew scene, pirated games, to people just shying away from UMD's it, all points to tepid games sales for Sony's portable, causing many developers to speak out or abandon all hope in the way of support for the system out right.
It should be studied by aspiring developers, serving as an example of just how powerful great game design can be.
If you think of game developers as families, this quote could just as easily apply to all the major players in Jason Schreier's Blood, Sweat, and Pixels.
Getting a better hard drive for your gaming console will allow your system to access all of the power that the developers put into, not just the game, but the console as well.
To that I say, to achieve that visual quality (that's not even better than pc) pretty much all the new games except for non gpu / cpu intensive game types like racing games (forza 5) you're dropping to locked frame rates of 30 (dead rising 3, RYSE, Assassin's Creed 4) which the majority of those don't even give you 30 like they say but more like 26 the majority of the time but can dip as low as 16 fps for more than just a few seconds... This idea that it takes developers time to get «used» to the systems and optimizing it over the years is complete and utter bullshit, that's not how development works.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console... developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple... just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
Considering the setting of Risen 2 is so vastly different from the first, it's a mystery as to why the developers didn't just cast you as a brand new character, thus giving them a valid reason for you being an incapable pratt at the start of the game.
because pc games don't requiere optimization and you have to continue buying graphics cards to keep up since west developers are just lazy to optimize their bug games just as Square Enix is coming more like west developers, why to ignore Switch when Switch is the new king after 3ds, Dragon Quest XI 3ds sold more than ps4 version reason being Switch is the successor.
yeah the whole day / night cycle I don't think it's like they couldn't fit it in there probably a design choice that they as game developers decided that's a more immersive experience I trust sucker punch infamous 2 was well above my expectations I could care less about any of this anyway I just want to see all the powers in action on my 50»: O
It's been pretty much agreed that, whilst the odd Xbox game could look just as good or better (Assassins Creed Unity) that is probably down to a developer deliberately aiming to do so and, overall, the PS4 can probably do everything that the Xbox One can do, graphically because of the PS4s larger and more up to date memory.
So here we are at the end of this review, but before I finish I want to share something with you first: as I began to write the final lines to this review and generally just ensure that I was happy that it was a fair review of the game, Amy's developers posted on the games official Facebook page non-hardcore players to switch the game to Easy mode to make the experience more enjoyable for themselves because, in their words, Amy is a hard game.
and Geek Reply even wants the developers to reach the stars: «If Trüberbrook «s gameplay and story is half as engrossing as its art style, the game just might be a contender for game of the year when it releases in 2018.»
I'm personally predicting just 2 GB of ram as the minimum, with 4 GB as the recommended amount, although the game could surprise with a required 4 GB to run, meaning anyone without a x64 bit operating system will be left cursing the developers.
It is not even hard it just take effort just as Nintendo is the king of compression, you see their games are not 50 gbs of space, and third developers are just lazy.
No official sales figures have been released just yet, but developer Red Lynx did note that the game's servers were effectively overloaded on launch day, as over 100,000 players rushed to post their scores to the title's leaderboards.
In the developers defense it's clear that this style of checkpoint system as intended to complement the survival - horror nature of the game by making it tougher on the player, which would have been great, except that the checkpoint doesn't make the game tougher, it just makes it more bloody infuriating when you've got to replay an entire section because your lead pipe passed through a zombie, or because of some other daft thing.
In fact, a game having success on the PSP seems more then likely, however it seems as though many developers just haven't had that great deal of success when working with the platform.
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