With the electricity effects,
detailed enemy animations, and colorful backgrounds, in motion «GUNVOLT» is one of the most visually appealing 2D games I have ever played.
Not exact matches
With its last - gen console DNA on full display, Empires underwhelms players with geometrically simplistic characters, environments and low -
detail textures as canned
animations abound throughout while friendly and
enemy troops alike pop in and out of existence with disturbing frequency.
The
enemies are
detailed and varied enough but some of the
animations were simplistic.
Graphics / Audio Graphically, Dragon Quest Monsters: Joker 2 is a nice looking game on the DS with
detailed yet cartoony environments and some interesting
enemy animations.
You're as lethal here as your
enemies, and the crisp
detail afforded to each
animation ensures it's well noticed.
While the texturing is a bit grainy, the dynamic lighting and fog effects,
enemy and character
animations, and general atmosphere are gorgeously
detailed and realistic.
The added fidelity in Dark Souls 3 could have just been a simple upgrade in texture
detail, but FromSoftware treats the extra space like a wider canvas, pushing their themes and story through every possible avenue — sound, music,
enemy design,
animation, dialogue, item descriptions, environmental cues — with more finesse and frequency than ever before.
The levels could have use a bit more
detail and can feel a bit dull, but the game manages to hide this behind all the
enemies and attack
animations.
There's a lot of personality in the basic
enemies and bosses — this is where the Metal Slug inspiration is obvious.The pixel artwork is beautiful and
detailed; however, while
animations are fluid, the bouncing breasts for all the female characters is shameless fan service at best.
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and
animation) • Place and trigger entities (such as
enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on
details
Other than that, the characters are digitised and look ok, they are now much clearer than in LE1, with a greater variety in
enemy type, and
animation detail.
An impressive amount of
detail is paid to these, as each one has not only a different
animation, but a lengthy text incantation that flashes on the screen as your
enemies are destroyed.