Sentences with phrase «controlling game effects»

As the character's sanity level decreases, game play is affected such as by controlling game effects, audio effects, creating hallucinations and the like.

Not exact matches

I think the midfield would be crucial for control of the game i would have the midfield and defense close to each other for defensive effect Bellerin Gab Kos Monreal....
Control of the game was very much in the midfield zone and the selection of Tom Huddlestone to play alongside Sandro had an unsettling effect in this area.
In order to make sure that you won't see the bad effects of children's video games, you should offer parental guidance and you should also control the video games that your child is playing.
«We believe that any game that requires the same type of rapid responding as in most first - person shooters may produce similar effects on proactive executive control, regardless of violent content,» says Craig Anderson, Director of the Center for the Study of Violence at Iowa State University.
Despite the game itself being very short Datura offers a thrilling world with astonishing sound effects and great control mechanics.
For instance, It's stated in Mass Effect 1, as a major story of the Mass Effect 1 game, that the Citadel is a giant mass relay used by the Reapers as an entry point to the galaxy and that the Keepers of the Citadel are altered by the Protheans so they ignore the Reapers control signals, making their return impossible.
This is the ideal 3DS game: Great 3D effects, short and tricky levels, pretty much perfect controls, a great storyline and voice acting and of course, fun.
(5/5) apphunter.net - «The controls are easy to master and the visual effects are simply stunning» (4.6 / 5) AppVee: «I recommend it» (8/10) PocketGamer.co.uk: «amazingly fun» (9/10) IGN - «excellent controls, a great drift mechanic» - «an amazing iPhone racer that you should absolutely buy» (5/5) TouchArcade: «Jet Car Stunts has really set the bar high in both visual appeal and handling» (4/4) SlideToPlay: «a thrill ride» (5/5) AppAdvice: «this one is a tight gripping, brow sweating, stunt filled marathon that you'll enjoy every minute of» - «Jet Car Stuns is one experience everyone idevice owner should have» (5/5) touchreviews.net: «enough content in Jet Car Stunts to keep you playing the game again and again» (5/5) AppSafari: «truly one of the best racing games I've ever played» (4.6 / 5) AppSpy: «poetry in motion» (4.5 / 5) iphoneachievements.org: «simply magnificent» (9.99 / 10) IpwnAge: «the BEST app I've ever reviewed «TheAppera: «It's a great game, one of my personal favorites on iPhone «AppModo: «truly one of the best iPhone games» **** Accolades **** Apple: Best Games of 2009TouchGen: Biggest Surprise 2009AppAdvice: # 5 in Top 100 iPhone Games through 2009PocketGamer.
The Score Attack mode which has you playing through campaign levels again for high scores is also strangely addicting, the 3DS version also supports Gyroscope controls which work well, but I personally preferred to play without them, along with new gorgeous updated graphics that look even better in 3D (seriously this game is made better in every way with 3D effect turned on).
Mass Effect 3 on the Wii U will feature a brand new control scheme designed to incorporate the Wii U Game Pad.
Hopefully this is something the developers tweak in future updates, along with an option to control the volume of in - game voices of squad mates, sound effects, and music.
The only element that really succeeded in the first game, the 3D control scheme, is present and in full effect.
The dysfunctional nature of how urban schools teach students to relate to authority begins in kindergarten and continues through the primary grades.With young children, authoritarian, directive teaching that relies on simplistic external rewards still works to control students.But as children mature and grow in size they become more aware that the school's coercive measures are not really hurtful (as compared to what they deal with outside of school) and the directive, behavior modification methods practiced in primary grades lose their power to control.Indeed, school authority becomes counterproductive.From upper elementary grades upward students know very well that it is beyond the power of school authorities to inflict any real hurt.External controls do not teach students to want to learn; they teach the reverse.The net effect of this situation is that urban schools teach poverty students that relating to authority is a kind of game.And the deepest, most pervasive learnings that result from this game are that school authority is toothless and out of touch with their lives.What school authority represents to urban youth is «what they think they need to do to keep their school running.»
It may take several repetitions before he figures out the cause / effect that HE controls the game and can keep the fun going by acting like a gentleman.
If the farm spread is very large, and the local predators are primarily wolf packs or big game, several guardians may be required to effect sufficent predator control.
I've had no issues with the controls (though there is a sprint button for some reason, and back in my day you didn't have to hold an extra button to make Sonic run fast, that's all he knew how to do) and graphically the game looks alright, the camera is zoomed out a bit far, but the frame - rate stays smooth at all times, though the 3D effect is barely noticeable even when the slider is at max.
It's also disappointing that Bioware seem to have missed a beat, because while you're building up these forces feels like you're going to be the one that decides what to do with all these assets when the times comes, able to effect the games outcome by careful use of the fleets and troops that you've acquired through missions, planet scanning and more, yet there's only one moment in the entire game you even get to see your assets, and you certainly never get to exert any control over them.
Generally speaking, the controls are smooth (arrows or WASD for movement and the space bar for interacting), though on occasion the game will lag when you enter an area where an audiovisual effect is set off.
Of course, there will be new PC GUI and controls, enhanced graphics and effects, as long as the new in - game balance made for the full paid PC game.
This remote control version of Mass Effect Andromeda's planet rover, the NOMAD ND1, is actually sold as the Collector's Edition of the game itself.
★ ★ ★ Best Features ★ ★ ★ • Brilliant 3D graphics and realistic sound effects • 3 game modes: Champion League, World Cup mode & Friendly mode • Over 14 Most popular teams are added • Real Football Game for Android phones • Real Teams, multiple grounds • Very easy and intuitive gameplay contgame modes: Champion League, World Cup mode & Friendly mode • Over 14 Most popular teams are added • Real Football Game for Android phones • Real Teams, multiple grounds • Very easy and intuitive gameplay contGame for Android phones • Real Teams, multiple grounds • Very easy and intuitive gameplay controls
Wow, I wasn't really expecting to see such polarization amongst PlayStation users for this title, but not everyone loves online shooters (can't stand them on consoles) or games that are too Japanese - based (aka the titles I love) so it makes sense for this game to have that effect (although I honestly don't know how controls can «feel French», lol maybe I missed the «press baguette button» in the last two games =p).
Game Features + Colorful & smooth graphics + Smooth controls and gameplay + Amazing background music and sound effects + Face the unknown dangers and fear!
The new video shows a selection of the different playable characters that await when players take control of the Devourer later in 2018 — each offering a wealth of deadly abilities that can be combined across realms to devastating effect with the game's unique party system.
By combining feedback from players of the original with Blitz Games Studios knowledge and experience, every area of the game has been given an overhaul: * New animations for every character, new graphics, user - interface and effects * Complete voice - acted English dialogue, and French & Spanish translations of a script four times bigger than the original * New puzzles, and sub-quest making the game over twice as long * Four new endings dependent on the players actions, and playable epilogue * Context - sensitive controls, and improved «feel»
Visually, Vita's beautiful screen displays the multitude of colourful effects and numerous enemies wonderfully and sharply, resulting in a game that looks pretty much like a miniature version of the PS3 game, whilst in a controls sense Vita's sticks perform just as capably as those on the DualShock controller.
It's certainly not the ideal game to have cross-platform on; as competitive reaction - response style games control input has a large effect on balancing.
20 Challenge runs 450 + items, including 160 new unlockables Uber secrets 10 Playable Characters 100 + enemies with new designs Over 50 bosses, including tons of new and rare bosses Mystic Runes Upgradeable shops Integrated controller support for popular control pads Analog directional movement and speed Tons of feature film quality animated endings Over 100 specialized seeds 2 - Player local co-op Over 100 co-op characters Dynamic lighting, visual effects, and art direction All - new game engine @ 60 FPS 24/7 All - new soundtrack and sound design Multiple Save slots A bunch of achievements
To impute to video games those things you say, the experiment would have to compare those randomly (in case aggressive people who lack empathy and self - control simply prefer violent games) assigned violent video games with those assigned non-violent video games (to control for the isolation of gaming itself potentially causing those effects).
Add in a Hollywood spy style of soundtrack, a touch of voice acting and a plethora of sound effects and Splinter Cell is a decent enough game, it just lacks a little originality and smooth controls.
The unique control mechanic, the lovey retro aesthetic (standard stuff for BinarySquare), and the lavish, pixellated visual effects that fill the screen during combo eliminations and the like make Puzzle Bebop a game well worth a look.
They also looked at Hitman for its sandbox style and open world to explore and kill, also giving the player full control of the space and surroundings, and Mass Effect for its character customization allowing players to identify with the game in a more personalized experience.
'' Whether it's shelling a particularly troublesome flamethrower or healing your forces with an area - of - effect medikit, these direct actions make you feel in control, and not completely at the mercy of the game's AI.»
For example, it's nice that you can add a wave effect to bullets, but it seems rather unnecessary for this type of game to also allow one control over the wavelength and amplitude of that wave effect.
I won't deny that the first nightmare chase was made slightly more difficult by trying to use motion controls and look the right way but overall I enjoy the effect of using the Wii Remote in the slower parts of the game.
The controls are tight, and the sound effects bring back memories of Kirby's Dream Land: my very first video game.
The game is mostly controlled by the mouse with hotkeys which allow for changes in how lands are tapped or to stop the timer to activate effects.
* Epic, dark mech multiplayer battle in the far future * 15 Mechs with powerful weapons * 4 Pilots with unique skills * 4 Suits capable of boosting the union of mech and pilot * Realistic physics based effects * Smooth controls with joypad support * Comic synergy, use codes to get special gear in game
Back at the turn of the century, developer Kronos Digital Entertainment released Fear Effect, an action / shooter that controlled like old Resident Evil games.
The effect of these two assists can be felt very strongly, and is one of the few things I do not like about the game as these take far too much control away from the player, to the extent that it hinders the learning of the driving model rather than helping.
It it explained how to achieve a field effect in your game, which controls the particles behavior in a certain way, and how to build the gameplay atop of it.
After releasing these two titles, I traveled Europe prototyping new ideas and eventually settled on HEADLINER, a game about controlling the news and seeing the effects on your career, society and family.
Features include DirectX 11 & 12 rendering, cascade visual effects, new material pipeline, blueprint visual scripting, lvie blueprint debugging, a content browser, persona animation, matinee cinematics, terrain and foliage, post-process effects, full source code access, professional source control, C++ code view, hot reload function, simulate and immersive views, instant game preview, possess and eject features, artificial intelligence, audio, and leading middleware integrations.
All those games are texture and effect heavy, yes, but all those tears, flies, and everything else need to be controlled separately, and the old processor just can't handle that.
The controls are actually where the game gets complicated and hard to explain seeing as you can use the scissors to cut through and play with the scenario and also the enemies you encounter but you also have the ability to switch heads within the game to play around with different effects the different heads comes equipped with and you can have three different heads at your disposal at any time during the game, however you can switch out heads as you find them and use the different heads to discover more heads or collectibles etc..
-- popular Space setting of the game with futuristic NPC and Bosses — stunning art which creates a real 3D world with accelerometer support — tons of amazing explosions, lighting, post effects and slow motion wow effect — easy one - finger game control — an unique blend of addictive game mechanics and technologies
Game Controls • Touch screen, embedded microphone, A / B / X / Y face buttons, + Control Pad, L / R buttons, Start and Select buttons, «Slide Pad» that allows 360 - degree analog input, one inner camera, two outer cameras, motion sensor and a gyro sensor Other Input Controls • 3D Depth Slider to adjust level of 3D effect (can be scaled back or turned off completely depending on the preference of the user), Home button to call system function, Wireless switch to turn off wireless communications (even during game play), Power butGame Controls • Touch screen, embedded microphone, A / B / X / Y face buttons, + Control Pad, L / R buttons, Start and Select buttons, «Slide Pad» that allows 360 - degree analog input, one inner camera, two outer cameras, motion sensor and a gyro sensor Other Input Controls • 3D Depth Slider to adjust level of 3D effect (can be scaled back or turned off completely depending on the preference of the user), Home button to call system function, Wireless switch to turn off wireless communications (even during game play), Power butgame play), Power button.
Lighting and particle effects abound, and while the game controls entirely on a 2D plane, background and foreground details are used to provide a consistently impressive sense of depth (as well as to bring obstacles into and out of the playing field).
I hate the way controls are mapped on the Vita (reload = swipe on backtouch?!?!) and to my surprise the game is much more cut down in terms of graphics effects than e.g. Resogun, which I'd imagine is much more complex and taxing on the hardware.
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