Sentences with phrase «actual game screens»

It blocks to much of the actual game screen.

Not exact matches

It's gyroscopic viewing features (moving the controller around to see a different view on the secondary screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
The music was terrible, and once again — rather predictably — Nintendo chose to show some incredibly false family set - up with everyone giggling at what was on screen rather than showing off the actual game.
The touch panel is trying to compete with the gamepad only it can't — correct me if I'm wrong but it is only a touch panel right, not an actual screen, so how can you play games on it?
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.
Game Informer has posted the debut trailer for THQ and Volition's Saints Row: The Third, consisting of some music, a few splash screens, and one second of actual gameplay footage.
Though we're assuming that the above image is a target screen rather than an actual in - game image, developer City Interactive is promising that the use of Epic Games» ubiquitous engine is allowing them to create an Xbox Live Arcade title that boasts «visually stunning, large - scale environments with impressive long - range vistas and expressionistic lighting.»
Capcom probably OK'd the off - screen play / cross-region update as an experiment to see if gamers truly, positively respond to actual fan service.
Sadly, it just some concept artwork and not any actual screens from the game, which isn't slated to release until 2010, but it still paints a (pretty) picture of how the latest addition to the series is shaping up.
True to Dead Space, a mature rating logo sits at the top right, but there's no actual mention of any game and the screen goes black halfway down the page.
Darksiders has a beautiful, almost comic book art style to it and the gameworld is brought to life by some great designs however the actual graphics themselves are a little rough around the edges and you will notice some screen tear etc however they are by no means terrible and Darksiders is a pretty game to look at with some great art designs, though some enemies look a little under textured and detailed.
I have to admit that with my PC and console gaming heritage touch - screen and tilt controls have never really done it for me in anything more than basic games, so having actual controls under my fingers felt good.
Unless the game is nothing but a pair of breasticles on screen, it would be nice to know where this interaction is happening and, shockingly, what the actual gameplay will look like with the tech in motion.
Loading screens can take what seems like an age to load; the animations are a bit flat and an actual instruction manual in the game box wouldn't hurt.
Most of you are probably too busy playing the actual game to be watching the menu screen of Batman: Arkham...
The Load Times are a little strange because the audio for the game loads before the actual game does on - screen, but otherwise, the Loading Sequences never take more than 10 - 20 seconds when you load a save or die and have to retry an area.
While the second character has no actual images of their in - game model to show, their name is visible on the character select screen, which reveals that Gears of War anatagonist General Raam (pictured at the top of this post) will be joining the likes of Halo's Arbiter and Battletoads» as guest characters in Killer Instinct.
Add to that a background video that may or may not purposely attempt to blind or at the very least distract the player, and note patterns where a single target will need to be hit several times, where sliding notes mischievously travel over a note that isn't its actual target, and the way the game splits multi-notes into targets that spread all the way across the screen, and you've got a recipe for pretzel fingers!
Also, most selections within menus outside of battle result in a brief freeze for the entire game, and the launching of the actual application takes a bit longer to move on from that transitional black screen than usual.
Trevor Sheridan at appAdvice.com, Jan. 15, 2010 «The game is a masterpiece visually as well with the actual gameplay, and even the menus and transition screens
That being said, since the comments seemed to have moved away from the actual game, I would just like to add my upvote to your «fooling around» with controllers for local play on the same screen.
I personally enjoyed the game more on the handheld than the actual TV screen, as it just felt natural with that control scheme.
And, while I know the world is currently obsessing over a non-representative cinematic trailer, actual gamers will surely appreciate this small batch of screens that recently became available.
Although I didn't like that the game prevents people from taking screen - shots, there were no actual problems with frame - rate, freezing, or crashing.
«This year's Big Fancy Press Conference will feature real, actual game reveals and technological innovations from Devolver Labs, the research and development arm of Devolver Digital responsible for last year's Earliest Access program and making «throwing money at the screen» a valid form of payment.
In the actual game, the floor is off - screen, so they look like bottomless pits.
Having played the actual games in arcades, I loved their cosmetic look, but the screen display wasn't similarly realistic.
The Title Screen takes a familiar anthem from SRIII and remixes it a bit with odd glitch type noises which represent the actual game really well.
In January and May 2007, Broussard became infatuated with the thought of completing the game and bringing it to market, and so posted some ads for game developers with what he claimed were actual screen shots from Duke Nukem Forever.
The actual game footage, when projected onto a giant screen three times a human's height, did not look so hot.
A bunch of Wii U games with very minor additions (it's great that these games will get a second chance to sell, but to me [and all Nintendo die - hards] they're nothing but old games), a few seconds of a new Mario title (what was showed could of easily been generated for the sole purpose of that trailer, and may not be actual footage from a game in development), an NBA game that we saw on a tiny screen, and some shots of Skyrim, a 5 + year old title.
Felt like there were more loading screens then actual game play content.
The new game from Capcom looked plenty nice, but despite some simple user interface elements on top of the screen, it looked more like a movie than actual gameplay footage.
Graphically the game is a «live - action» game, meaning there are actual people on the screen with real world environments, rather than rendered graphics.
There's an immense amount of pop - in, both texture - based and enemy - based, when travelling at high - speeds later in the game (pop - in is when things that should have been there when you arrived suddenly materialise on - screen without warning because the game couldn't handle you approaching there that quickly — which can sometimes be an enemy that absolutely ruins you out of nowhere like a Randy Orton short video) but, to its credit in this case, there's no actual slowdown.
I give credit to Monolith for quickly throwing players into actual gameplay; I think it took me about 5 minutes from the New Game screen to controlling my player.
You need to download a small update from the App Store before downloading the actual patch while the game is launched and open on your device screen.
Granted, some (including myself) might argue that video games becoming more and more like movies makes actual movie adaptations of them entirely redundant, but at the very least it should allow them to be translated onto the silver screen with less appalling results than what we've been getting.
Almost any button combination will form an actual combo in the game, however, with time spent paying attention (and practising during the loading screens) you can learn the ins and outs of this amazingly deep system.
There are two images in total: one which shows what's supposed to be the game's opening screen and another which shows the actual game.
As such game - devs can concentrate on making actual games without worrying if we want to wave our hands in front of the screen, shout at our printer or stick unsavory parts into the CPU cooler.
There's just something cool about the presence you get of seeing a game on a virtual screen, that you can't get without going to an actual arcade.
When we load the actual game and open the save selection screen, you'll see there are two copies of the game with two different progress points listed (as evidenced by both the hours played on each game save as well as which day of which in - game year we're on).
Colors are bold enough to make media and games pop, contrast is good and the actual display doesn't appear recessed far beyond the top layer of the screen.
Even more interestingly, he mentioned that he wants to develop it the game for the «big screen» indicating that the game is most probably going to land on home consoles, even if no specific mention has been made of the actual platform or platforms.
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