Sentences with phrase «designed as a single player»

Not exact matches

The Amazing Spider - Man tries very hard to emulate Batman Arkham City, but despite solid controls, especially the well - designed Web Rush, and a good amount of single - player gameplay, the open - world concept doesn't offer much else in the form of any kind of really challenging gameplay and engaging side - mission variety as its obvious inspiration, the award - winning Batman Arkham City.
A Naruto game designed mostly for online battles and that's because the single player mode is not as polished or as big as in previous installments of the franchise.
Skip the grind and loot boxes and remember Shadow of War as it was intended and clearly designedas a single - player game, not a «service».
It's built entirely around a map editor that gives you plenty of tools and assets to design your own single player and cooperative multiplayer levels, as well as maps for competitive multiplayer with up to 12 players.
There are only six arena stages, and they suffer from the same design problems as the single - player stages.
That said, the game does seem to be designed more as a single - player experience, so there won't be too many times when you're wishing you had friends around.
For those who have never played the original before, the single - player aspect is a great place to learn the mechanics as you take on the nefarious Octarians with some very clever level design, fun weapons, interesting items and other bonuses that can be found along the way.
While the game is clearly designed as a single - player experience, the developers have included a multiplayer component which works quite well.
As soon as Nintendo release Zelda WiiU, Metroid WiiU, a 3D Mario WiiU, Smash Bros WiiiU, Starfox WiiU, Mario Kart WiiU, Fire Emblem WiiU, a Pokemon game with single player mode for WiiU, EarthBound WiiU, Animal Crosing WiiU and some other great 3 party games designed to take advantage of the Gamepad as Ni No Kuni for WiiU (I hopeAs soon as Nintendo release Zelda WiiU, Metroid WiiU, a 3D Mario WiiU, Smash Bros WiiiU, Starfox WiiU, Mario Kart WiiU, Fire Emblem WiiU, a Pokemon game with single player mode for WiiU, EarthBound WiiU, Animal Crosing WiiU and some other great 3 party games designed to take advantage of the Gamepad as Ni No Kuni for WiiU (I hopeas Nintendo release Zelda WiiU, Metroid WiiU, a 3D Mario WiiU, Smash Bros WiiiU, Starfox WiiU, Mario Kart WiiU, Fire Emblem WiiU, a Pokemon game with single player mode for WiiU, EarthBound WiiU, Animal Crosing WiiU and some other great 3 party games designed to take advantage of the Gamepad as Ni No Kuni for WiiU (I hopeas Ni No Kuni for WiiU (I hope!)
Both control options work as intended and with 2 joycon there is even a sort - of co-op mode, although it works identically to single player and the game clearly isn't designed with co-op in mind.
Zen Studios also placed a strong focus on helping players become more competitive, and have designed new single - player modes featuring special challenges that will help players develop their skills as they connect with the Pinball FX3 community.
But in general none of the new features really adds anything to the single - player experience and the only reason the game doesn't end up being a significantly bigger disappointment is that the quality of the stage design remains as strong as ever.
We design immersive experiences for single players as well as with multiplayer functionality.
The feature phone comes in two versions, including single SIM and dual SIM, and as shown in the images, Nokia 130 sports a gorgeous old - school design along with an integrated keypad and three optional colors, and comes equipped with 1.8 - inch QQVGA LCD display with 160 x 128 pixels resolution, MP3 player, FM radio, video player, microSD card slot supporting up to 32 GB, Bluetooth, and a flashlight on the back.
The most important feature and idea is the single plank design which lacks a connection point between the neck and the body to allow players to play on the last frets exactly the same as on all others without any obstacle.
- the scene at the beginning of a ceremony caused Shimamura a bit of trouble - the lines of the ritual did not properly reflect Zelda's personality, her motivations, her powerlessness, and awkwardness - Shimamura talked about it with Naoki Mori (who was in charge of Cinematic Design, including screenplay, and cutscenes)- the whole thing was rewritten several times, until they arrived at the final result - there's quite a lot of scenes she really likes in the game - her favorite line is the «Yes» Princess Zelda gives as an answer to the Deku Tree in a particular scene - in that scene, Zelda thinks about what she should do, but she can not see it at all - she refuses to give up, and wants to give hope to Link - Shimamura tried to convey all of those feelings through the single «Yes» she spoke - recording felt completely different than for animation, the dubbing of (foreign) movies, or other games - there was no fixed routine of how to approach it, as all different things were being tried out - lines were redone even after other lines were implemented in the game, as the team found better ways to say things - Shimamura finally managed to beat the game the other day, but she wants to keep practicing her shield surfing - Shimamura explains that she really gave it her whole when voicing Princess Zelda, to give her emotions - she hopes that players will remember their memories of Princess Zelda
(Single - Player is a new series designed to review tabletop games that can be played solo, as well as with friends.
(Single - Player is a series designed to review tabletop games that can be played solo, as well as with friends.
So there was no way for reviewers to experience the online mode as we designed it, and they reviewed the game based mostly on the single - player story mode.
Armello was designed from scratch to provide something for both lovers of multiplayer and single player experiences (as our team is split right down the middle there too).
While the single - player campaign seems fun enough, with an eclectic group of sprinters for you to compete against and unlock for your own personal use, it's clear that this game was designed first and foremost as an exceptional multiplayer experience.
The closure of Visceral, a fan favourite studio, the re-focusing of the single - player Star Wars game into a «game as a service» and the backlash to the Loot Box / Microtransactions that have permeated the design of Star Wars: Battlefront 2 has resulted in a relatively small but sharp drop in the companies share prices.
The game has a very limited set of single player functionality, a small number of challenge rooms that act as a tutorial and offering you a place to practice the mechanics, but the game is designed for online play against other humans and offers no AI opponents of any sort.
Fantasy Light - Novel Story: Experience the events of Hollow Night as you play through a single player campaign designed to function like a Japanese visual novel.
As a single player experience it's hard to recommend Iron Crypticle due to its somewhat basic design and lack of innovation, but when played with friends it was a hell of a lot of fun.
If truth be told, as a single player game, Commander Cherry is good fun with clever levels designs and the constant upgrades of Cherry's abilities ensuring that you never get bored.
Designed entirely as a single player experience, it's a disappointment to see a complete lack of multiplayer here, whether it be co-op in the campaign or simply friendly combat in minigames.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
The game's fundamental level design is a degree of quality that I have rarely see outside of single - player classics such as Half Life or Bioshock.
The single player game as described above, plus the digital art book including production art and design sketches, the original soundtrack and desktop wallpaper.
Both control options work as intended and with 2 joycon there is even a sort - of co-op mode, although it works identically to single player and the game clearly isn't designed with co-op in mind.
Bangai - O is very much designed as a single - player experience, with the player given only a tiny sprite to control so that the rest of the player's view can be swarming with missiles and enemies, and expecting the player to track one single enemy player during the madness that defines Bangai - O will be a tough task.
Were the stages you could play as the same as the regular single - player mode, or were there a set of specially - designed stages?
Skip the grind and loot boxes and remember Shadow of War as it was intended and clearly designedas a single - player game, not a «service».
I understand it's designed as a cooperative experience — and the drop - in / drop - out online co-op is superbly implemented — but I still would have liked a more manageable single - player campaign when desired.
More intelligent level design means that players have quite a few more ways of navigating a particular map as well, and fans of the series should be happy to know that each level isn't simply a matter of choking down a single point.
FTL was designed as a focused, single - player experience and there are no plans to extend it to include multi-player.
The sole completely commendable natural evolution comes in the single - player mode, which presents a group of levels of superb design, solid difficulty (which gets notably high as the end approaches), and true creativity.
I'll focus on making the single player mode playable before delving deeper into the multiplayer mode, but I'm also trying to design the code in a way that would make multiplayer integration as easy as possible in the future.
Single player and local multiplayer are included in the design, as are leaderboards for online bragging rights.
Finally, the release of the second expansion is teased as the first step in a new design direction which will introduce optional single - player missions.
The large single - player campaign, mission design tool, and multiplayer means there is plenty of addicting gameplay to be found as well.
Having initially started as a stretch goal for Star Citizen's funding campaign, Squadron 42 is a standalone single - player campaign designed to feed into the Star Citizen universe while rewarding players with in - game Star Citizen bonuses.
There's also a varied selection of enemies and some very well designed bosses as well as collectables to find in each level, which all means that the single player is well worth a play.
The single - player story campaign seems designed to take a back seat to the competitive and cooperative multiplayer modes this time around, so bear that in mind as there are plenty of ongoing challenges when playing online, but Drake's latest adventure can be a mixed bag.
Miyamoto continued perfecting his single screen platformer designs with arcade classics Donkey Kong Junior (1982) and Popeye (1982) until finally moving Mario into his own game, Mario Bros., and adding a brother, Luigi, who served as the second player character.
Super Mario Galaxy 2 is, like its predecessor, a game that was designed as a single - player experience.
Dragon Age:»... easily sails into the ranks of the best single - player role - playing games ever made... masterly in its overall design and conception... I felt as engrossed and simply swept away as any game has made me feel in recent years.»
Level design in both single player and coop is generally superb, albeit not without certain gimmicks such as a straightforward (i.e. no stealth) urban assault level set in Iraq in 1991, a well - executed chase sequence and an infiltration which harks back to previous chapters of the franchise by ending the mission when you are spotted.
Battlefield 4 is a seminal moment for the Battlefield series as more award - winning, multiplayer game design elements are incorporated into the single - player campaign.
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