Sentences with phrase «core mechanics from»

Naughty Dog has brought back all of the core mechanics from Uncharted 4: A Thief's End for Uncharted: The Lost Legacy, so if you have played any of the Uncharted games, especially their previous entry, you will feel right at home in The Lost Legacy.
Racing borrows core mechanics from 2009's MX vs. ATV Reflex, allowing players to steer their vehicle with the left analog stick, while shifting the rider's weight with the right stick.
Fantasy has been such a big part of the MMO landscape for so long that it's hard to even separate the genre's core mechanics from such a setting.
From unique gameplay design that instils fear for the player in Alien: Isolation, to championing multiple innovative features in Total War, our designers have many opportunities to work with incredible materials and try different things, owning their features and core mechanics from inception to final game.

Not exact matches

PREPARING LEGENDS BASEBALL CAMP FEATURES Pitching Instruction Learn proper mechanics to help avoid injury and improve efficiency Hitting Instruction Learn mechanics, pitch selection, and mental preparation Defense and Base Running Individual and group instruction Intrinsic Motivation Identify and develop the ability to motivate from within Goal Setting Learn our formula for success as it pertains to baseball and life Nutrition for Performance Learn the impact nutrition plays in your performance Speed, Agility and Core Strengthening A key for baseball performance
This injury occurs from poor hip and core muscle strength, poor mechanics and increase volume of running too quickly.
Clustertruck debuts on Switch retaining the «pure platform» vibe from the PC version, with the core mechanics working like a charm in portable mode.
Tiny Metal has the core mechanics nailed down brilliantly, even if it has cribbed much of its structure from the famous Advance Wars franchise.
Survive lifts most of its gameplay from The Phantom Pain, which already boasted solid core mechanics.
Metal Gear Solid V: The Phantom Pain is so much different from the previous chapters in the series, as it is set in an entirely open world that extends the core mechanics far beyond the story - driven gameplay the franchise has become famous for.
From sound design to art design to core gameplay mechanics, every aspect of the paper premise has been explored.
Indeed, barely a second goes by where one of its core elements doesn't bring to mind the superior experience offered by other games, from the shooting mechanics of Quake and Unreal Tournament, to the mobility tactics of Titanfall and Tribes, to Overwatch «s own objective - based gameplay, specific character classes, and «Loot Box» reward system.
Coming off of Hyrule Warriors, which didn't have as much to pull from The Legend of Zelda's gameplay mechanics, the developers seem to have gone full - force and integrated Fire Emblem as much as they could while still sticking to the core tenants of Musou Warriors games.
Ragtag Adventurers was built around one of the core mechanics of many popular games from the MMO and RPG genre — boss fights.
Omega Force has been using this same mechanic for donkey's years, sometimes holding it back from core games only to include it later in a spin - off.
Much like the demo of Omega Ruby & Alpha Sapphire before it, the story will be separate from the core game and introduce players to new mechanics.
Some of the best footage has arrived from this month's coverage from Game Informer, which has even allowed us to watch the first hour of gameplay and learn more about the core mechanics of it.
Aside from the addictive blend of mechanics, well - implemented learning curve, rewarding progression systems, and satisfying level of challenge, the core gameplay is fairly decent, too.
Joshua Boggs: A key thing we learned from both games was how to balance the levels and difficulty curve, we'd focus on adding to the complexity of the mechanics we've already established and keeping core gameplay pillars.
Lichtspeer: Double Speer Edition is bonkers (in a good way), has a nice core gameplay mechanic and boasts a nice aesthetic style, but ultimately suffers from cruel difficulty spikes and repetition.
Mechanics: 1969 351ci Windsor V8 Engine 650 CFM Carb Toploader 4 - Speed Manual Transmission Ford 9» Rear End - 3.50:1 Ratio - Posi Trac Front Independent Suspension - New Ball Joints - New Radius Bushings - Core Support Looks Great, Not Beat Up - Shock Towers are Solid w / Tag Rear Leaf Spring Suspension - New Shocks New Dual Exhaust w / Jet Coated Headers Front and Rear Drum Brakes Billet Distributor Rebuilt Alternator Newer Radiator New Gas Tank Parking Brake Is Enabled Body: RARE: Only 1 of 351 Sold w / this Color Combination Hood is Flat Black Like From Factory Hood is Flush w / Fenders Hood Scoop Hood Pins Front Chin Spoiler Yellow «Mach 1» Stripe Down Side Door Lips and Jambs Look Great Original Door Tag Replaced Weather Stripping All Around Rear Window Louvers Rear Trunk Spoiler Origi
The idea of a trip from A-B-A is so core to the idea of paid travel that it is a hard one to shake until you really start getting into the mechanics of it all.
Still, let's not take anything away from the rest of the game here: the core FPS mechanics have also been tightened up to make them far slicker and enjoyable.
From what I've read the core mechanics sound the same but the game design doesn't.
In an interview with Wired, Nintendo's Shigeru Miyamoto explains that while a team is hard at work developing the core mechanics of what will eventually turn into the next incarnation of the legendary franchise for the Wii, he didn't want them wasting time and effort on producing a trailer for the sake of a little media buzz and a few squeels of delight from fans.
I agree, they are going to have to try and make the next game feel fresh while keeping the great core mechanics that people love from the past game.
This delayed addition of core mechanics will probably cause me, as well as many others, to refrain from jumping into Splatoon on day one.
A core mechanic that stands out among other fighting games I've played is the control SSBM grants a player after you take a hit from your opponent.
However, instead of adding to the experience of the game, I found this cover mechanic to detract from the core gameplay that made the original game so much fun.
From a design standpoint, this is more polished in terms of the core gameplay mechanics (as there are more of them and balanced to a greater degree).
Much like the demo of Omega Ruby & Alpha Sapphire before it, the story will be separate from the core game and introduce players to new mechanics.
Fable: The Journey suffers from several core issues, but the most glaring is its dysfunctional mechanics.
Video games right now are at the point in their capabilities and level of complexity where I believe game developers would benefit heavily from re-evaluating how their core mechanics and systems are approached.
Bullet Distractions As part of an ongoing review into core gameplay mechanics, we've increased the range that NPC's will hear bullet impacts from 1.9 metres to 5 metres.
As part of an ongoing review into core gameplay mechanics, we've increased the range that NPC's will hear bullet impacts from 1.9 metres to 5 metres.
The core gameplay mechanic is to lure in mercenaries ranging from sword wielders to gun toting nuns, and then set up all sorts of devious traps to hurt their feelings with.
While many games have already taken inspiration from these two franchises, they haven't been able to really get the core mechanics to feel right.
The game sticks to the 2.5 D platformer core mechanics, throwing in some stealth and combat options inspired by the full - fledged triple - A titles from the game series.
After a tumultuous production schedule and numerous changes to the core mechanics — For example the setting was changed to the Sixties to take advantage of Cold War paranoia prevalent at the time and the focus of the game shifted from an investigative procedural where you obtain photographs and other evidence to a more straightforward third person shooter — The Bureau was pipped at the post by Firaxis's critically acclaimed XCOM — Enemy Unknown.
From gunplay to co-op-friendly design, the core mechanics are largely spot - on, but more importantly, the various objectives do an incredible job of mixing it up.
Aside from how nice it looks utilizing the power of the Unreal Engine 4, it combines resources gather and building that survival games have been known for, with third person shooter mechanics like Loadout or Battlefield: Heroes, and and core / tower defense mechanics like in games such as Dungeon Defenders and Orcs Must Die, but all mixed and adjusted to suite the game's design.
They're minimalist works of art, executed with laser - like focus throughout — from the core game mechanics to the storyline.
The uncharted series core mechanics are still the same from the first one, no change no innovation How is that any different from gears?
Then we as developers don't have to deviate too much from the game's core mechanics that we have spent so much time on getting right.
The core mechanics hold old ties from the classic arcade shooter «Super Pang» where you shoot vertically, but with modern day twists.
His vision of MGS will be polluted and detract from the core mechanics of the game as well as the MGS story.
In regards to gameplay, the core mechanics are pretty much the same thing we've been doing for years, which is slaying dozens of soldiers and officers in an attempt to defeat the general, expect this time it's packed with the latest features from Dynasty Warriors 7, such as switching between two weapons mid-combat, the ability to summon a horse at any time, a rage meter that'll put your character in an overpowered state with a much more power musou attack and more.
Direct fan feedback was gathered on all of the original 39 characters from Super Street Fighter ® IV: Arcade Edition and its core system mechanics in order to achieve the most balanced Street Fighter ever.
Although it does have the same core mechanics and gameplay that gamers loved in the original, it's the length, voiceovers, and movement that really detract from the overall gaming experience.
It focuses on its core mechanic and doesn't deviate too far from its core design.
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