Sentences with phrase «about the videogame as»

I used to write about videogames as well, and always wanted to do something videogame related.
We will of course bring you more details about the videogame as soon as we are able.

Not exact matches

For being an alleged action movie, «Hitman: Agent 47» is about as entertaining as watching someone who's watching someone play a videogame.
Listening to Kumail Nanjiani and Emily V. Gordon chat about videogames is so entertaining, and there are funny diversions into other random topics as well.
As someone with a obession with videogames that borders on the insane I want to learn more about the fascinating world of game developement, and books like this provide tantalising but ultimately shallow glimpses into the visual design process.
You may have read the rave reviews or heard all the early rumblings about how gorgeous this game is, or how this game is the best example of a videogame as art.
It's an artificial wedge between what is about as close as you can get to real competition in videogames.
It packs in just about the minimum level of interaction needed to be classified as an actual videogame.
The fact that videogames have come so far in the subjects they can tackle and the quality of the narratives they can tell never ceases to amaze and delight me, but there's something to be said for games like Saints Row IV as well, games that hark back to what this form of media has always been about at its very core: fun.
As a species we're entirely incapable of pure objectivity and it's our subjectivity which makes us truly passionate about things like videogames.
As a traditional videogame it's lacking, but frankly I don't really give a toss about that as my time with it is firmly lodged in the recesses of my braiAs a traditional videogame it's lacking, but frankly I don't really give a toss about that as my time with it is firmly lodged in the recesses of my braias my time with it is firmly lodged in the recesses of my brain.
Videogames have a unique relationship with WAR so far as they are very particular about what sorts of experiences they chose to simulate.
Lego versions of pop culture movies and TV shows have always had a cool factor about them, hence why their standalone videogames have remained popular for nearly a decade, I honestly can't wait to starting building my minifigs jumping into a collective Lego world where I get to play as the Lego Marty McFly.
As well as helping clarify effective videogame design, the model can help studios make tough commercial decisions about which audiences they can or should be pursuing with a specific design concepAs well as helping clarify effective videogame design, the model can help studios make tough commercial decisions about which audiences they can or should be pursuing with a specific design concepas helping clarify effective videogame design, the model can help studios make tough commercial decisions about which audiences they can or should be pursuing with a specific design concept.
Ray has extensive roots in geek culture, as he's written about videogames, comics, and movies for such outlets as Newsday.com, ESPNNewYork.com, Classic Game Room on YouTube, Collider.com, and Comicvine.com before finally settling into his role as EGM's reviews editor.
In that latter case, we're talking about qualities that players are expected to possess if they hope to succeed in most challenge - oriented videogames (which Zelda always is), but which are (uniquely) represented as the character in the case of Link.
This connection is frequently overlooked, most likely because of the tendency to ignore the relationship between early videogames and the tabletop games that lead to them — Francis Spufford offers a detailed account of the Elite design process in his book Backroom Boys, yet never mentions tabletop role - playing games at all and, writing for the Telegraph, Adam Lusher dubs Elite «the game that changed the world» but once again fails to understand how this came about as the conservation of player practices from tabletop role - playing games.
In the modern world of videogames where we're constantly complaining about there not being enough innovation, point and click titles stand as a rare and unusual exception: they don't really need to be changed.
Action in the game is all about celebrating movement, with the «Deadbeat Heroes» playable characters being some of the most agile in videogame history; seamlessly able to leap, dash, wall - run, climb, backflip as well as attack in any direction and perform a wide variety of super-moves.
The random encounters of monsters and Foul Fate events as you amble around the board does a reasonable job of recreating how you can come across just about anything on your travels in the videogame, and it's nice to see side - quests included in the primary quests, mimicking how the main narrative in The Witcher frequently branches out.
I've always been very opinionated (just ask my friends...) and I've always had a great love for videogames (having been playing them for about as long as -LSB-...]
As a big Marvel and DC fan I really can't wait but I'm eager to know about upcoming movie videogame tie - ins.
I'm just another non-lawyer trying to offer another perspective from my own experience making games and wondering about, reading about, and maybe even sometimes coming a little uncomfortably close as a practicing videogame developer to crossing those same kinds of lines in terms of IP.
As for how they find out about videogames, again it's driven by video content.
In the artist's rant, which argues that «the native language of videogames can neither be spoken nor written», he describes projects as starting with a vision, moving into a phase in which developers plan and talk about the idea, then actually making the game.
With 64,620 surveys completed, the results draw attention to the key motivations of a gaming «millennial audience» (70 % of responses were from the 13 - 21 year old age range) that are heavily engaged with YouTube as their main source of information about videogames.
While I have my own opinion about playing as the enemy, I knew this was going to draw some controversy among people and groups who are already against violence in videogames.
Today has been filled with other PlayStation VR titles such as Fast Travel Games» first VR videogame Apex Construct, or how about Blood & Truth by Sony London Studio, the spiritual successor to London Heist.
It has been quite the labor of love, filled with everything we love about videogames, and we really hope you enjoy the game as much as we do.
I daydreamed about playing a game like Shenmue as a child (albeit in the Robotech universe)-- that scope, that attention to detail, and the open world was the stuff my videogame dreams were made of.
G2A is an online marketplace which deals in just about everything related to videogames as well as skins for games like Dota 2, Counter-strike: Global...
Everything about this game hit the perfect chords for me and I still regard it as my favorite and most inspiring videogame experience of all time.
There is just too much to talk about on the latest episode of the Mega Ultra Blast Cast, as we drown in news and a flood of videogame releases.
VR, as it stands, is all about videogame entertainment:
2: There are people who like playing videogames, but donâ $ ™ t see it as part of their identity, and are only vaguely informed about whatâ $ ™ s happening on the market.
2: There are people who like playing videogames, but don't see it as part of their identity, and are only vaguely informed about what's happening on the market.
The aforementioned texts in the hypotheticals are especially useful in thinking about videogame preservation, as they all rely on translation efforts to reach broader audiences.
So I always had vague ideas of how «cool» it would be to grow up and be a videogame developer, but I really didn't think about it as an actual career until high school and my first years of undergrad.
We can use «simulation - ness» to talk about what separates the game design of projects appealing to functional (as opposed to purely visual) accuracy in videogames like Gran Turismo, Jane's Advanced Tactical Fighters, ARMA, Rainbow Six, or even MechWarrior 2 (which was designed as though it were an accurate, complex simulation of something that exists only in fiction).
Here was a game that shared the same DNA as The Stanley Parable: both fully narrated, both teeming with ideas about the videogame medium, both sharing the same Source engine aesthetic.
It began with Imaginary Games, applying Walton's concept of props that prescribe certain imaginings to games, and then asking about the key props for videogames — such as inventories, maps, and save games, all of which condition the play of videogames in highly significant ways.
VRFocus has written about EVE: Valkyrie on many occasions, but for the uninitiated the videogame places each player in the cockpit of a small, nimble vessel as they attempt to outmaneuver the enemy on large outer space maps.
Troy Goodfellow writes on his blog Flash of Steel about «The Aztec National Character» as seen through the lens of videogames, and in particular, the Civilization series.
Skull and Bones sounds like it could be a lot of fun: Tim described that demo as «charging around the sea, swinging your ship about to deliver spectacular volleys of cannon fire, and using your ram like an enraged narwhal» in his E3 preview, and that absolutely sounds like my kind of nautical videogame.
As the developers and team at Supermassive Games talk about the videogame in the interview, the edit of the video makes them appear to move quickly and unnaturally, highlighting the creepy tension one should expect from a VR horror experience.
Previously, he wrote about the videogame industry, as he had for AllThingsD.com, both on established and emerging platforms.
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