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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