Not exact matches
If quarterbacks are training
in VR, and fans are watching the
game in immersive 360 video, does the
actual action on the field get lost
in the virtual shuffle?
More yards, more TD's, less drops, more 1k + seasons, more 10 + TD seasons...
in the same amount of years while seeing more
ACTUAL game time
action and being more durable.
Franchises get the opportunity to better know prospects and see them
in action, albeit
in workout situations that fail to properly simulate the conditions of an
actual game.
The «100 commercials, 11 minutes of
action» rule remains
in effect
in the NFL, where the league's championship
game features just 12 minutes of
actual action spread out across four to five hours of pregame and postgame broadcast time.
Naturally, with it being a racing
game, the
actual on - track
action gets the most attention
in the F1 franchise.
Only 21 years old, Asano was viewed as a project for the future, and barring disaster was unlikely to see first team
action with Arsenal this season, so this move allows him to get
games in an
actual league (rather than the reserves).
The Wall Street Journal found
in 2010 that an NFL
game has just 11 minutes of
actual action.
Still, the football
action does make for a riveting finale, and Aldrich's use of split - screen technique is a perfect way to capture all of the drama and tension that needed to be
in there without prolonging the
game into
actual time.
Now we have yet to receive any
actual game footage or character trailer of Marin
in action, or even heard from Nintendo regarding the date of the update, but all of this was promised for July, which means the rest of this will be theorised.
One fun piece came out during the very - human live -
action Quidditch World Cup, a
game in which
actual people run around a «pitch» with capes and brooms, reenacting the
game from the world of Harry Potter.
Case
in point, the live -
action «Believe» campaign for Microsoft's cash cow Halo 3 followed Gears of War «s tear - jerking example, inspiring almost as many mainstream media posts as the
game itself, and it didn't show a single frame of
actual game footage!
This may sound a bit confusing if you haven't seen the
game in action before, but you'll get the hang of it within 3 minutes of playing the
actual game, I promise.
- a lot of focus was put on sound effects
in order to immerse players
in the world of Hyrule - the development team worked with Sound Racer, a studio specialized
in sound effects - this studio also worked on Xenoblade Chronicles X - they recorded more than 10 000 different sounds for the
game - the team used a school bag to simulate the sound of rubbing leather - for the sound of «normal» footsteps, they mixed various kinds of sands - for the sounds of equipment, they had to search for various materials and find ways to use them - they used an
actual block of ice to recreate the sound of footsteps on ice - with the ice block, it always ended up melting, or getting cracks when the staff had to walk on it - Link's footsteps were made by a woman - depending on Link's
actions and the equipment he's using / wearing, the recorded sounds were separated out individually - the volume is changed as needed to make a particular sound stand out - check out sound effect samples here
More intriguing than the
actual magic that makes your GPU work, and more elusive than a good movie tie -
in game, Valve's third
game in the seminal shooter series has been missing
in action for nine years now.
Progress is made through a combination of exploration and taking part
in battles, which
in RPG
games are a matter of strategy than
actual «fighting»
action.
FeArea is a top - down massive multiplayer online
action free - to - play shooter that's set
in the distant future, where a competitive
game show is held instead of
actual war, removing bloodshed from battle.
While a lot of the
game does
in fact revolve around guiding a pool of water through a series of storybook - like environments, that only covers one - third of the
actual action.
Combat
in the
game feels particularly weak, with a targetting system that only somewhat works and the
actual action of the scene feeling pretty slow - paced and weak.
In terms of
actual details, we know very little about the
game, other than that it's still a few years away, and that job listings have hinted at it being some an open world
action RPG.
It helps that the
game features
actual scenes ripped right from the movie which look great and fit
in well with the
action, a nice touch if you enjoyed the movie's story.
Aside from a few frame - rate dips on cinematics, the
actual in -
game action is essentially running at a locked 60 FPS.
With just four days to go until we'll be seeing the first proper footage of
actual in -
game Brutal Legend
action, Spike is building the hype up with a series of TV advertisements.
SEGA, the publisher of the
game, took
actual legal
action against Gearbox Software, the
game's developer, for mismanaging what they had thought was going to be an easy cash -
in on the Aliens franchise.
Watch the «
in -
game engine mostly cut - scene with some
actual gameplay sprinkled
in» trailer below and admit this is how you imagined Cybertron appearing
in the live -
action Transformer films.
Sure, we had a ton of Full Motion Video
games in the early 90's (thanks, Sega), but even though they had
actual live
action actors, they didn't quite capture the cinematic feel that the first Metal Gear Solid did at the time.
While it is arguable that the release history behind Whomp «Em is more interesting than the
actual game, it nonetheless shines as yet another beacon for the sun - setting era of
action - platformers put out for the NES
in the nineties.
Paying attention to the video would reveal a few points where not all of the characters»
actions seem to match up, but there are a few theories regarding this, such as lag, or the mechanics between
games, for instance, how the characters
in Super Mario Bros. 2 are extremely floaty (not counting Princess Toadstool's
actual floating).
When the players
in the real world took a desired
action, they would add that
action to the board, thus testing the
game by playing it next to the
actual platform to be gamified.