Not exact matches
If you've ever seen Cam Newton's Instagram, you know he has a distinctive captioning
style in which he converts almost every English letter into some visually
similar character such that it becomes a string of spammy - looking «text» that looks halfway between a ransom note and Webdings, yet still readable if you stare hard enough.
Similar in style to the original Silent Hill for PSone, the main
character proceeds through the game by overcoming weird monsters and solving riddles and puzzles.
While very, very
similar to Paris Je» Taime
in both structure, mood and
style, one thing that the film does differently is give it's audience a sense of connections between some of the
characters and their otherwise separate stories.
All other menus feature
character headshots
in a
similar style, only without musical accompaniment.
You begin the game by designing your own
character, all of whom have a visual
style similar to that which we saw
in MySims, perhaps even crossing that with the Mii caricatures.
Once you've chosen your
character, whether you're playing alone with the AI, local coop or over Xbox Live, you'll be presented with a level selection
similar in style to the old Mario games, advancing along a line of main stages with each having two other levels attached to it.
- the 18 returning classes were chosen by seeing which popular classes would fit with the game - they also wanted to include classes to cover roles that the roster was lacked - the Pugilist class was added because the first group of classes selected did not include any with bashing and binding attacks - War Magus was added because the Medic was the only healer class
in the roster at that point - they couldn't simply include all popular classes as that would have skewed the balance of the game - as for the Hero class, they with balanced offensive and defensive capabilities, but this made things to
similar to other classes - this was rectified by adding after - images and other skills with good synergy - when an after - image appears, it does the same skills as the Hero, except on the following turn - it becomes possible for skills that usually can not be used multiple times
in a row to be activated multiple turns
in a row - it also means skills that only have an effect for one turn can be extended to two - after - images use not only the Hero's own class skills, but also their subclass skills - if the subclass is an Imperial, the Drive skill can be used multiple times
in a row - when using Hero as a subclass to Nightseeker, the
character can cover the Nightseeker's weaknesses of having low defense - after - images can also help increase the chances of inflicting status ailments - subclasses can be used to make up for weakness - Swordsman, a class that can learn speed and accuracy boosting skills, would be a good subclass for the Gunner - Reaper as a subclass for War Magus would allow that
character to use the scythe's skills to inflict status ailments - the skill tree is slowly unlocked as a
character grows - there are more skills that make jobs» individual
styles stand out more, or expand the player's choices - the skill tree is also made so that there are less requirements to learn specific skills as compared to 5 - this makes it easier for players to get the skill they want without spending large numbers of skill points on lower skills - it's now easier to put points into skills, which makes re-specing easier - the team faced difficulty
in balancing classes that were never meant to be alongside each other - they are doing their best to ensure that they keep the individual classes» identities intact
Generally though, the game feels very
similar in style to the original Dragon Age game, you can pause and allocate commands during combat, control any
character and set their spells, talents etc..
Similar in style to the original Silent Hill for PSone, the main
character proceeds through the game by overcoming weird monsters and solving riddles and puzzles.
Their omission
in Ranked naturally makes the game easier to balance, but it can't help but feel like a step back after MKX's three -
styles - per -
character solution, and a
similar solution would have been preferable here.
Maintaining the same high bar for story, fantasy setting, and
characters, Dragon Nest M will feature
similar scenes and play
style present
in the PC version, but there are some new additions to await eagerly.
If you've never heard of Brawlout, it's
similar in style to Smash Bros with unique
character options including notable indie game
characters.
At the end of my article on Monday, I asked any of you if there were any franchises you wanted to see made into a fighter game
in a
style similar to SSB, i.e. four player brawls with an extensive / nostalgic
character selection, wide - open multi-layered stages, and oodles of items, assist
characters, and special moves.
Offering multiple skins
in a
similar way they implemented Deimos through a Kraos skin will keep the game feeling different seeing the new faces, and it would be cool if they did a generic soilder
character, and just make skins for the soilder
character like Ghost from CoD, Valor, Raven and Sver from MAG, Spectre or any other soilder from Socom, because we all know they would all play the same being just military realistic
style soilders (unlike Radec and Resistance
characters).
The game follows a
similar style to street fighter
in which you select a
character and work your way through a list of opponents.
The
characters, while maintaining a constant and
similar style, stands out
in their own way, due to their intricate clothing or detailed appearance.
With one of the main features of the main
character being that he can «grab» on to enemies, objects and NPCs, and with this feature can initiate more advanced attacks on bigger enemies
in a
style similar to that of Shadow of the Colossus and Capcom's own Monster Hunter series.
Animations are great though and the cutscenes holding the story together are done really well with good voice acting across all
characters, mainly appealing to the younger audiences with it being
similar in style to the Sonic Boom animated series.
Fans of Telltale's «The Walking Dead» will find themselves
in familiar territory: the game uses a
similar art
style to tell a story of complicated
characters, unwinnable scenarios and heartbreaking choices.
There are very few
characters here that would even be easy to pick out of a line - up, as their
styles are rather generic, and with only eight
characters to choose from you're not going to necessarily find one that will suit a specific play
style, simply because they all fight
in a
similar way.
There is a subtle ink
style to the
character models, stages, and effects that give a very manga - like presentation, which also has a
similar feel to the same
style seen
in a game like Street Fighter 4.
He said changes to the world map were made, which originally had a small version of main
character Noctis on the screen running about
in a
style that was
similar to a previous Final Fantasy title.
The goofy simplicity of the human
characters combined with the alien artwork that's one part funny, one part threatening, and has an occasional (and very fitting) amount if gross thrown
in gives it a
similar feel to the graphical
style found within games such as Castle Crashers.
Appropriately, the game plays
in a
similar style to The Tribez franchise, as players assign tasks to their workers and complete quests for key story
characters.
In a mechanic that seems
similar to Forza 5's avatar system, Shadow Mode makes copies of your
character that over time will learn your fighting
style.
In addition to explaining how players can battle with and against the Joker — we haven't had a chance to play it ourselves, yet, but we assume similar scenes occur when other characters like Batman or Robin face off with the Scarecrow — the scene also shows the way in which Harley's original jester - style costume comes into play in the Injustice 2 storylin
In addition to explaining how players can battle with and against the Joker — we haven't had a chance to play it ourselves, yet, but we assume
similar scenes occur when other
characters like Batman or Robin face off with the Scarecrow — the scene also shows the way
in which Harley's original jester - style costume comes into play in the Injustice 2 storylin
in which Harley's original jester -
style costume comes into play
in the Injustice 2 storylin
in the Injustice 2 storyline.
You can buy a bunch of assets for the engine, and find some
character models from popular video games
in a
similar style.
At least Digimon is massively different
in various ways such as having the adventures take place
in a virtual world
in a computer system and having a very different
style of combat, this is basically a Pokemon rom hack with the old
characters switched out for suspiciously
similar substitutes.
The
characters are presented
in squashed, slightly deformed manner, somewhat
similar to Paul Robertson's work on Scott Pilgrim (and especially noticeable
in the extreme bounciness of the women) but still has its own distinct
style.
They detail the attributes of these two
characters that players will embody throughout the game, following a
style of narration
similar to George R.R. Martin's
in the novels.
Characters, environments and effects are rendered
in a
style that is very
similar to modern Japanese Animation.
Employing a diaristic
style, the curator presents his personal curatorial alphabet with a
similar transparency and the same idiosyncratic
character revealed
in many of his exhibitions.