Sentences with phrase «consider good game design»

But there is a growing trend for developers to rely on that as the only showcase of what they consider good game design.

Not exact matches

Have never wrote a review until now because this is such a great game I almost didn't by because of the reviews Quote «GameSpot» The attention to detail, the well - considered level design, and the sense of momentum that characterize the finest shooters are missing here.
I think the gameplay itself is well designed and competitive and is a breath of fresh air considering how awful the Dragon Ball games have been in recent years.
In terms of performance it was extremely smooth, the much more streamlined design should help it be a more accessible option for console gamers, and it honestly changes so much to the formula that it may as well be considered a totally different game.
As for games, I consider the iPad 2 the better pick for such type of content, mainly because games designed for this tablet are better looking and better optimized.
Consider the long game (again), and know that a well - designed cover, professional editing, and carefully crafted marketing copy are all essential to long - term success.
Worlds Factory: «Overall though, the game has serious issues with its design which unfortunately affect the other elements as well; considering this is a Metroidvania, design should have been of utmost importance.
Consider how important it is to your experience for the game to have good audio design, and through that you'll learn to appreciate it just as much as sumptuous graphics or even gameplay.
Considering the game was about Jazz music and forming a band, it was a little underwhelming that the sound design didn't feature more, but it has to be said that the inoffensive, repeating backing music does a good job of adding to the experience without ever being in your face demanding attention.
The original games are also still loads of fun with some of the best level and monster design in the FPS, so consider them part of this entry.
RiME is certainly one of those games that prove how ridiculous it is to rail against linearity considering how a well paced, smartly designed corridor can be as enchanting, if not more so, than any massive open world on the market.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
As the video game industry changes it may be time to consider game design changes as well.
It's employed constantly throughout the game, never in a way that feels cheap or forced, but in a manner that challenges you to consider what is possible given this new ability, some well designed dungeon layouts, and a plethora of items.
Considering this is a game which references everything from New Super Mario Bros to Super Mario Galaxy to Super Mario Bros for the NES, needless to say the track design is the best yet.
The game looks good, but considering the game design is a throwback to old - school adventure games, I couldn't really compare the smoothness of the graphics to my experience with the PS4.
It is said that in space no one can hear you scream, which is good thing considering how superb the sound design is in this game.
Have never wrote a review until now because this is such a great game I almost didn't by because of the reviews Quote «GameSpot» The attention to detail, the well - considered level design, and the sense of momentum that characterize the finest shooters are missing here.
When designing Fallout 4's new shooting mechanics, developers at Bethesda Game Studios used Bungie's shooter Destiny — considered by some to have some of the best gunplay in games — as a reference point.
Their judges considered the HTC One to be «the device that holds the most promise for success in the market this year, providing game - changing features, design and functionality», and they awarded it the «Best New Mobile Handset, Device or...
I'd consider the Uncharted games an example of highly effective, well designed Talk (and there was a LOT of Talk involved in them making it).
Designed by a «dream team» (Hironobu Sakaguchi, Yuji Horii, and Akira Toriyama), it became a best - seller in Japan, went on to be a huge success worldwide, and is still considered to be one of the best games in the genre.
Here we'll take a look at some key features to consider when designing your game around retention and how best to implement them.
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