Sentences with phrase «approach game difficulty»

Perhaps my favorite way to approach game difficulty is the new trend of making games easy to beat, but hard to master.

Not exact matches

As generous as the game is with bonuses, the game's approaches to difficulty don't come together as tidily and successfully as its graphics and sound do.
Students who have difficulties approaching their learning (the rules of the learning game) will continue to struggle unless we can help them become at developing effective learning habits.
JR: In a way it has played a role in our first choice, thinking in all the PS3 owners waiting for a good RPG, but the main reason of our effort in developing a great PS3 game first is because the PS3 is a very complicated platform that is most of the time not used to its best, and we know that if we concentrate now on all the difficulties and strong points of this console and if we can go over them, the other platforms should be more simple to approach.
It's a rare game indeed whose different difficulty levels force the player to approach the game in a more complex, strategic manner.
-- The game is not very long and will provide days, rather than weeks or months, of enjoyment — There is an over-reliance on difficult, frustrating minigame puzzles — A few puzzles approach Myst IV levels of difficulty
While I didn't appreciate the late game's approach to difficulty increase (they just threw in an enemy generator that would pump out new baddies every other turn), Shadows of Valentia is a fine FE game with some lovable characters and twists to the series formula that keep you on your toes.
As a fan of punishing games myself, I take no issue with this crushing level of difficulty, but from an outsider's perspective, I can easily see how N + + and its uncompromising approach to gameplay might deter some from taking the plunge.
(If «waves of bullets» scares you, don't worry — there are only a few really bullet - intensive areas in the game, and none of them approach «bullet hell» levels of density — at least not on Normal difficulty.)
The game, while still challenging, felt more balanced in its approach to difficulty, and the controls even more refined than ever before.
From the most purist approach of going through the game with the starter weapon, to a very detailed and methodical armory that preys upon enemy weaknesses, the game can have its moments of difficulty.
«Most games seem to opt for another approach; they just decrease the difficulty level to the point where failure becomes virtually impossible»
As an aside, I think any game that takes the puzzle book approach should also consider increasing the difficulty to match, but as a kid, I considered «Tubular» the height of difficulty.
Luckily, the game has been updated to ease players into its unique approach without really sinking the overall difficulty.
On Normal, you can fully enjoy the game without too much trouble, but the tentacled monstrosities really become a menace on the higher difficulties, where ammo conservation and a steady, tactical approach are vital.
[13] Gameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from its onset.
Generally I also like an approach you often see in WRPGs: Only have one difficulty setting which is perfectly balanced, but don't encrypt any of the files used by the game so it can be easily modded and save game edited.
I felt that Team Ninja should not attempt to make a user - friendly action game targeting a wide consumer base, but take an approach that played to the strengths of Team Ninja and develop a quality action game with intense difficulty and challenge, targeting hardcore gamers.
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