Sentences with phrase «complex bits of the game»

Not exact matches

A must - have for all fans of Paradox strategy games, but a bit too complex for other players.
And if you've been wondering why all the games in the Xenoblade Chronicles series feature such a large - scale world (not just the size of the world you explore, but also its elements: the two Gods in Xenoblade Chronicles, for example), there's actually a good explanation: Tetsuya Takahashi a «little bit of an inferiority complex»:
If these titles are a bit too complex for one's taste, then Super Lucky's Tale is the game to get: while not as good as some of the platform games released this year, the game developed by Playful Corp. is an enjoyable adventure that players of all ages can enjoy.
The characters are a bit more vivid, the set pieces a bit more complex and cinematic, and the feel of the game's story and world is somewhat unlike the rest of the series at times.
Some of the more complex hacking games can be a bit frustrating, but only at the very end.
While the lists get longer and a touch more complex as the game goes on they're rarely ever time - consuming, choosing to instead provide bite - sized chunks of objectives that won't take you long to complete with the reward of a new card awaiting.
-- Beautiful original graphics and animation — Parallaxing backgrounds — Unique level design — Huge variety of unique levels, bosses and enemies — Complex gameplay and controls — Unique storyline with twists and surprises — Item Inventory: collect items to be used strategically throughout the game — Completely original 8 - bit soundtrack — Tape Deck feature that allows you to select your favorite music from the game — Ability to revisit and replay levels to further your progress and unlock achievements — Truly innovative Easter Eggs throughout
I sometimes wonder if gaming still has a bit of a inferiority complex when it comes to conveying story, I think games can give an audience a unique perspective that film can't.
The successor to the NES needed to offer more power and better software than these upstart competitors while simultaneously maintaining the adoration of the legion of gamers who had grown up with Nintendo's 8 - bit console and now — quite rightly — demanded more complex experiences.
Nintendo's The Legend of Zelda hit Nintendo's 8 - bit console in Japan in early 1986, building on games like Dragon Slayer, Druaga, and Hydlide with an enormous open world, more complex puzzles, and an innovation that will probably seem quaint to younger readers: an attack button.
Frustration is kept to a minimum as the game doesn't severely punish you for failure; many of the more complex bits are found around checkpoints.
In some ways, Into Mirror reminds me a bit of one of my all time favorite games, Shadow Complex, which was created by Chair Studio and Epic Games back in 2009.
Sound plays is a complex and important element in the game: it can both create and ruin the immersion of the game if it is a bit out of place.
The characters are a bit more vivid, the set pieces a bit more complex and cinematic, and the feel of the game's story and world is somewhat unlike the rest of the series at times.
Even for its time it was extremely tedious, but when you combine the many difficult battles with having to constantly search places for items as well as the complex world design (no really, when someone tells you that a place is just west of your current location, that means walk east, north, east, north, and then walk west across the entire game world, this happens more than once) and vague translations of what your abilities can do, it gets a bit too dated for its own good.
My biggest problem with the game winds up being that it gets to the point that some of the puzzle bits before you hit a checkpoint are so complex it's really, really a hassle to screw up at the end and have to redo it over and over.
One very interesting bit of news that has been floating around is that Nintendo have struck deals with Havok and Autodesk that will allow them to provide free copies of these companies» so - called «middleware» — special software that stands between game developers and the hardware, which automates many complex development tasks.
Instead Stonehearth on Kickstarter is a combination of their love of complex simulations with the 16 - bit feel of RPGs, wrapped in a sandbox strategy game with town building, crafting, and battles.
One of the only drawbacks is that a few of the special moves are a bit tricky to pull off as you need to input complex button combinations similar to street fighter games, which can be hard to do in the middle of battle!
While playing a game of this nature on a handheld with only one analog stick still proved to be a bit of a hassle, the game managed to give players bite - sized stealth missions and a story that continued to weave another complex web.
Under the hood, it comes powered by 32 - bit quad - core cortex MediaTek MT6580A processor that clocks at 1.3 GHz paired with 2 GB of RAM, which helps you to play games, watch movies and browse the internet without any lagging and efficiently accomplish complex tasks.
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