Sentences with phrase «content than the first game»

It brings us the opportunity to enjoy the adventure of Luffy and his crew, offering more content than the first game.

Not exact matches

Today Warner Bros. announced the first - ever season pass for a LEGO game, promising players six downloadable content packs and more than 40 new characters for $ 14.99.
First of all, this game has way more content than I expected it to have in terms of modes and ways to play it.
After a few teases that new info would be revealed about the game, Rockstar published a new trailer which included a lot more content than the first.
The Novo 8 Discovery features a Quad Core processor, a MicroSD slot, WiFi, and is also one of the first Android tablets to offer Miracast HD Wireless capability, similar to Apple's AirPlay system to provide wireless connection to any HDTV with high resolution 1080p HD — ideal for streaming movies (including NetFlix), and to play 3G games on a Big Screen TV using the tablet as a motion control device, as well as to display any other tablet and web content in HD... essentially turning an HDTV into a multimedia computer console — T abletSprint also offers the new CloudNetGo Miracast adapter ($ 45) which became available last week, which is less than half the price of most other Miracast HD Wireless systems on the market, which are priced around $ 100.
Galactology features deeper, more rewarding mechanics (allegedly) than the first game, and enough new content to satisfy even the most ardent simulation fan.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
whom has done nothing with their gaming budget other than throwing it around as handouts in order to share PS3 games... and all the while closing numerous in house studios... a lot of MGS games are even based off of UE3... instead of MS building a proprietary middleware product line shared throughout their internal studios... they license 3rd party middleware instead... an easy way to make a decent looking game quickly... but never a way to push ANY envelopes, at least not after the engine is already 3 years old... but Sony does this each generation... the 1st party stuff initially shows off what the system can do earlier on than any 3rd party software (well mostly, MGS2 was one of the first to push the PS2, MGS4 ditto for the PS3)... and 3rd pary stuff gets up to speed afterwards... you WILL see some incredible 3rd party content eventually, but for now... SCE is the only company pumping millions into the tech side of game development... MS isn't... and Nintendo doesn't even know what any of that is...
The games on offer are also more impressive than the initial trailer first showed, with various ways the player can create their own content, plus challenge modes to complete.
Cons: Story mode sucks, and the plot was even more predictable than the first Some content from the first is gone The music is way worse than the first, the first game's soundtrack was amazing, this one is terrible, it doesn't even have one song from the first.
There's plenty of additional content to be discovered, though, with some of the rooms and items being quite hard to discover during the first playthrough, so there's another good reason to play through the game again other than to experience the nightmare once more.
This allows you to experience all content in the game again but much more demanding than it will have been on your first playthroughs.
- 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
Unlike the first game, there's plenty of content to keep single players happy and the arcade mode has received significant attention to make it worth something more than just a fleeting visit with a variety of dark and light scenarios that span the Star Wars universe.
First of all, this game has way more content than I expected it to have in terms of modes and ways to play it.
I think I looked forward to talking to her more than anyone else because her blog was the first or second one I discovered and I had really based my own doctrine, if you will, on the content and style of what is written there and at the Aberrant Gamer.
With further developer and community support for varying game modes announced this year there is more than enough content to keep purchasers happy in the first of three releases for Starcraft II.
Not only do you have the same amazing game world / setting as in the first Link to the Past game on the SNES, but Nintendo has somehow gone even further and added yet more to the world, managing to make it feel even more jam packed with content than it already was!
This will be Twisted Pixel's first retail release, and so we're bound to expect more content than any of their games so far.
While the aforementioned paratrooping scene was cool at first, these scenes serve as little more than filler for the games meager content value.
Compared to previous compilations of the kind, Street Fighter 30th Anniversary stands out with the amount of content — the package will include no less than twelve games: the first Street Fighter, five editions of Street Fighter II along with three iterations of both Street Fighter Alpha and Street Fighter III.
There was absolutely no reason to not include all of the previously released downloadable content, especially since the second game in the bundle is more complete than the first.
Post-launch content support has already been announced and will likely convince more than a few Nintendo diehards to drop the cash on the game the first day it is available.
For that price you'll get the base game, all season pass content (EPISODE GLADIOLUS, EPISODE PROMPTO, MULTIPLAYER EXPANSION: COMRADES and EPISODE IGNIS); more than a dozen pieces of downloadable content, including weapons, car skins and item sets; a new PC first - person camera mode; and a bunch of other improvements that add an expanded area with new quests and enemies, a boat for water - based exploration and fishing, a new «Armiger Unleashed» battle mode, and much more.
We know that a Titanfall 2 is in the works at Respawn Entertainment, we know it's coming in around a year (give or take a few months), and now we know that the sequel to 2014's parkour - FPS / mech - fighter hybrid will more than make up for the first game's lack of story content, with not only a proper single - player campaign (as previously suggested), but an accompanying TV series too.
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It may at first feel like there is less content in this game than its predecessors, but that's simply because the missions have been given more life.
After a few teases that new info would be revealed about the game, Rockstar published a new trailer which included a lot more content than the first.
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