Sentences with phrase «about making the game mechanics»

Not exact matches

I hated the shooting mechanics which were similar to Gta's (too easy) the story became boring at about half way making the game feel like a chore.
What is important about this game, what makes it stand out from the rest of the shooters are several mechanics kidn of unique to it, at least in this combination and usage.
Forget talk about graphics, game mechanics, and what Star Wars characters made it into the game.
Not only thanks to interesting game mechanics and brain breaking puzzles, but also due to a philosophical story that leaves a strong impression and makes you think about the world around you.
Also another terrible feature about the game is the shooting mechanics it never seems to actually go where you want to and trying to aim with the controller is nearly impossible (now you know why we have VATS the devs couldn't make a shooter engine).
It looks quite good and has an interesting new gameplay mechanic but almost everything else about it makes it an unplayable mess of a game.
Today's presentation in Paris did not bring out a great deal of news about game mechanics and content but at least gave us a clear idea of how the team worked to make this chapter shine more than any other iteration.
With Dead Rising 4 about to launch on PS4, Capcom Vancouver have taken it on themselves to listen to the fans of the game and have made some of the changes they requested added to the core mechanics.
, a game only about jumping, sure has a bunch of different modes that make the jumping mechanic always feel fresh and addicting.
Super One More Jump, a game only about jumping, sure has a bunch of different modes that make the jumping mechanic always feel fresh and addicting.
Full reveal is coming tomorrow, on April 20, but we have couple interesting details about the in - game items and core mechanics that will make Code Vein unique.
In addition, this also made us think about the other areas of our lives where gamification and game mechanics are making an impact.
Works with game designers, engineers and artists to help make the design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video games
The gist is that TotalBiscuit publicly revealed that pre-released PC code for Shadow of Mordor was being withheld to those unwilling to sign a deal in which they had to make one Youtube video and produce one livestream of the game in which they would have to strongly encourage viewers to purchase the game, focus on certain mechanics and say nothing negative about the title, nor focus on any glitches or bugs.
A few small tweaks have been made to game's central mechanics that are worth talking about briefly, the first coming in the form of being able to peek over and around cover by holding down the left - trigger.
The changes made to the game's mechanics make it clear that Team Ninja saw the flaws present in the original version, and did just about everything they could to make Razor's Edge stand out as the best form of Ninja Gaiden 3.
We kept this feature and started thinking about expanding the gameplay mechanics to make the game more challenging.
Ironically, the game's insane mechanics that initially made me hesitant about the title became the other clincher.
There's no clue on the story, time period, gameplay mechanics, graphical engine, release platforms or even the game's title - aside from the fact that Treyarch is making the game, fans know nothing about the next Call of Duty.
This game would introduce the Mushroom power - up, interestingly, this mechanic of «smaller Mario, bigger Mario» came about through the initial design process where levels were designed around a much smaller simpler Mario who would eventually be made larger in the game's final version.
We cover the high concept about making a fighting game more accessible from top to bottom than anything else we've seen, the specific game mechanics we chose to accomplish that, and the resulting dynamics of how it plays.
Important tweaks to the mechanics make Street Fighter 5 a much more up close and personal fighting game than Street Fighter 4, which was more about managing space and «zoning».
With hip - fire, being forced to run while hip - firing makes hip - firing more about fighting the game's mechanics than giving full - freedom to the player.
This makes Kingdom a tricky game to review, because talking about the mechanics in any real detail automatically acts as a spoiler, ruining the surprise of figuring it all out for yourself.
On the one hand, it's technically a 3D game made by the same people behind Super Mario Galaxy, and hence has all of the tricks and game mechanics found in those titles, while on the other it's about as close to classic 2D Mario as you can get, with one hundred percent of the levels revolving around platforming rather than cheap gimmicks.
We got to see Red Dead Redemption 2 in person, and learned a whole lot about the interaction mechanics that make this feel like Rockstar's most «alive» game yet.
We reviewed the first two episodes together, joining the chorus of praises being sung about the narrative - driven indie — praising its tone, characterisation and writing, but also how the time - travel mechanic gives a twist to the choices the player must make in the game.
I might get a jap 3ds and the game, could you possibly make a instructional video about the controls and mechanics?
Felix The Reaper - A Romantic Comedy Game About The Life of Death - is a 3D shadow manipulation puzzle adventure with original mechanics in which you make humans die.
However, if the micro-transaction can be successfully decoupled from in - game success, then F2P makes it economically feasible for a developer to focus on perfecting game balance and adding iterative improvements and content to a title while maintaining an F2P revenue stream, without worrying about adding potentially unnecessary mechanics and features to justify another full - priced premium package purchase to the consumer.
After all, his philosophy is about making games that are fun and focus on strong mechanics.
Oh, I'd spend hours per day in those early games, but I wanted to chill with friends, make stuff, run dungeons with people without worrying about level discrepancies and gear and all the obnoxious mechanics designed so transparently to slow me down and make me pay to grind.
Also on the docket will be Amir Dori, Senior Game Designer at Matific, at the session Kids, Technology & the Future of Education where Amir will talk about using games to make education fun and Ohad Barzilay, Producer and Game Designer at Sidekick Games, will talk about what works in Asian mobile games for the west (like Gacha mechanics) in Asian vs. Western Games: Successful Gameplay and Design Elements That Makes No Sense.
You can moan about mario golf and mario kart and mario bros and everything in between, but in my opinion its not the character that makes the game... its the game mechanics behind the game and that is what so many of you don't even consider.
Jammers also played tabletop and physical games with City of Play, learned about Inuit history and World War I on immersive tablet games, and used Scratch and Gamestar Mechanic to play games made by other kids and start designing their own games.
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
The paper talks about how Dynamic difficulty adjustment (DDA), mechanics in a game meant to make the game easier or harder based on player performance, can be used to maximize player engagement throughout a game by reducing boredom or frustration.
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.
The limitations of the intended platform or the consequences of a game mechanic may force you to make tough decisions about your designs, but I find that this is where some of the best creativity happens.
Heroine Anthem ZERO is a stunning game that has lots of great qualities about it and gets you interested from the get - go of its adventure thanks to its captivating art and score that caresses your ears and eyes and makes you feel warm all around, and while the adventure at its core is a delight, the mechanics and gameplay of Heroine Anthem ZERO unfortunately diminish the experience and ultimately leaves more frustration than pleasure.
I could write for hours about how this game lacks the fine balance that makes modern RTS so compelling, how unit producing structures require manual selection each time you want to build something or about how the game mechanics of resource management make economy harassment impossible, but let's not waste each others time.
Trent Polack at his Polycat blog wrote about «The Systemic Integrity of Expression», or why he prefers games to make a statement in line with their mechanics.
«Having a robust way of perceiving the world is a pretty good starting point to talk about psychological health» says Warner, «And by making gameplay around these mechanics, we can explore a lot of fun ideas without being overly cerebral or choking the game with philosophical dialogue.»
The articles featured focus on old games made new, pieces about older games or mechanics, and, well, you guessed it, anything with a retro feel to it.
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