Sentences with phrase «smaller games often»

Smaller games often rely on this tactic to pull in gamer's attention because they're not confident in that the game can survive on it's own merits.
Small games often struggle from poor music choices because it is tough to be original at a lower cost, but once again Daedalic Entertainment has done a fantastic job at letting the music add atmosphere to the game.

Not exact matches

While «toys - to - life» is often talked about in the context of huge publicly - held game publishers, there is opportunity for small startups to create games that implement physical and digital components, which could be encouraging news to some of the 300 Avalanche workers who've been scattered to the winds.
We are not allowed to sit on the sidelines awaiting the final outcome, but must be players in the game, often frustrated, joyful when there are small gains, and always in the thick of it.
The 6» 5» Hughes also ranks third in the NBA in steals per game (2.02 through Sunday) despite often guarding smaller, quicker players.
Unlike Kunitz who did so much away from the puck and small things that often went unnoticed, and unlike Sheary who often falls down and looks like he is struggling even when he isn't, Guentzel is just too good in too many areas of the game.
Coquelin -7.5 - The beast made a few small errors but considering the circumstances and how often he broke up moves and how well he read the game I am not going to criticise our midfield warrior.
Wentz is looking like the next great QB and he is from a small school and has some similar measurables, but Wentz WAS accurate and he won almost every single college game he ever started, often carrying the team on his back.
Bettors are often quick to overreact to small sample sizes — especially when a team puts up a memorable performance in a prime time game.
Big games are often decided by small details - as Dele Alli will testify after our narrow 1 - 0 loss at Manchester United.
Blind was equally of most value, if not crucial, when out of possession as he would instigate Ajax's pressing game (or «pressure play»): making the pitch as small as possible (compressing and closing down all space), enabling them to retain possession and win the ball back, at times, mercilessly — more often than not by provoking their opponents into making a mistake.
Spectrometers on orbiting spacecraft and on the MER rovers Spirit and Opportunity have previously seen indications that small quantities of carbonates were present in martian soil, but spectroscopic analysis is often a bit of a guessing game.
When it comes to social games, smaller social networks, paradoxically, often have the benefit of size.
If FlatOut 2 proves anything it's that there's room for more than one type of racer that strongly encourages wreckage at every twist and turn, and it's refreshing to see that despite EA's undeniable might smaller developers are willing to have a go at competing, often showing them a thing or two about game design in the process.
There are other games, smaller indie games, that can often go unnoticed.
For a game that deals with this large a scale it often feels small and lifeless outside of the boss fights.
Production values are at the highest levels, so we can also expect nominations for cinematographer Hoyte van Hoytema, who figured out how to take large - size cameras into challenging small places, production designer Nathan Crowley, editor Lee Smith, costume designer Jeffrey Kurland, VFX supervisor Andrew Jackson, and special effects supervisor Scott Fisher, not to mention composer Hans Zimmer, who is often taken for granted but is at the top of his game here.
The game clearly caps the number of characters it can render, but still has many more enemies that are supposed to be in the area fighting, meaning you will often defeat a small crowd only to see an equal sized one sprout in its place instantly.
When talking to the player, Phyllis will often mutter things under her breath (shown in small gray text in - game, spoken in Bebebese), as she does not seem to enjoy having to work so late.
Originally developed by one man, Daisuke «Pixel» Amaya, and released for free in 2004, it's often regarded as the father of modern indie games — in no small part due to its creativity, efficiency and mastery of game design.
I feel like there are three categories of games on Switch: those that go on sale frequently and often shortly after launch, games that go on sale rarely (and perhaps at a small discount), and games that never go on sale.
Devices like these are often associated with games that you can play in a bunch of small spurts, not necessarily long form adventures.
How can smaller players be expected to compete on the same team as the traditional folks when they often can't even afford a ticket to the game?
Perhaps the main advantage of these larger screen China tablets is obviously the visually display element, this will more often than not feature a greater pixel count, higher resolutions and better color depths than smaller screen models, which makes watching films and playing games much more enjoyable.
(Small role - playing game companies are often looking for cool licensing opportunities.)
The IG, as he's often called, retains his instinct for hunting small game and will chase anything that moves.
The game is filled with astounding vistas and huge monuments that break up the often large landscape, a landscape which admittedly while playing host to a small selection of side - quests is mostly empty, its size less about housing ridiculous amounts of guffins for the player than it is about just making everything seem vast.
Otherwise Nintendo would lose a reason to exist» - Mr. Furukawa has often briefed investors and analysts about the company's financial results - while he hasn't developed game consoles and software himself, people who know him said he is an enthusiastic game player - Mr. Furukawa said a recent favorite is «Golf Story,» a role - playing sports adventure game developed by a small studio in Australia - «I have to ask him many numbers - related questions, but there have been so many times in the past when I ended up spending so much time chatting about games
It also has the effect of making the mid-game and late - game less interesting as quite often you'll have researched and developed most of the big tech available, leaving you with small stat boosts.
Trying to play a co-op game with a small child is often an excruciating exercise.
An ambitious open world product for the small studio, Mafia III offered a rich plot covering issues that do not show up very often in the video game space.
In most RTS games a lot of resources are tucked neatly into the players territory, and thus we see the first two - thirds of the game often being about mining and building with small skirmishes, before the final third which sees the big armies collide.
Of course this is fairly standard practice as games often go into certification months before release, which is more than enough time to create a small DLC pack as they're turn - around time is very short.
Although it makes up a small portion of the game and is therefore often overlooked as the key to its ultimate success, much of Modern Warfare's greatness stems from its singleplayer campaign, a linear, tightly scripted action - movie that just so happened to be interactive.
I'm much more of what you'd call an «indie gamer» since I seem to enjoy (and spend the most money) on smaller games that are often made by solo developers and small teams.
Unlike those two games though, there are often smaller enemies that you'll have to take down along the way too.
Early access provides smaller development teams the funds they need to move a game from concept to reality, often times in stages.
That isn't to say Overwatch isn't fun, but it feels very familiar, and unless you're brand new to the genre, the difficulty is mostly in adapting your skills from (largely) more difficult games to work in a smaller box, often with players who are just discovering these mechanics and gameplay for the first time.
I bought this bag because I often take my Switch over to friend's houses to play games, and as all Switch owners know, there are a lot of small accessories that you can adapt to the Switch to customize it and make it yours.
There are plenty of exceptions to this, of course, and you often find bigger experiences on handhelds, but people tend to want smaller — or rather, more bite - sized — games on handhelds, and meatier experiences on their TV; they want experiences tailor made for the environment they are in.
It's easy to overlook the importance of relatively small aspects of game design and focus on the big picture, however games are often made by their smaller aspects.
Despite full game sizes often being quite large, Nintendo likes to keep things small where they can.
However, these systems can easily absorb hundreds of hours just to explore a single facet, and when applied to smaller games, the meaningful interactions and creative agency are often lost.
In response to Ground Zeroes» often - mentioned short game length, Hideo admits that, «GZ is more like a tutorial, so fairly small open world, but TPP has much bigger field & changes time / weather giving more tension to players.»
The game does resort to level - grinding much too often, making it a bit of a chore if played for multiple hours at once, and all the dungeons are fairly small and short.
As I've said before, the game features many cutscenes, but these often come with superficial small talk that sometimes you wish that they would stop talking.
The most glaringly obvious issue with the camera shows up fairly early in the game, often in tight areas like when you are going through a small walkway while on Trico's back where the camera
Sadly this is a common occurrence, the game often devolving into mind - numbing sections where you find yourself combining absolutely everything just to make a small amount of progress.
Consider this games that were published on the SNES were small often coming in at 4 MB or less.
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