The detailed environments of a game like Deus Ex: Mankind Divided are a joy to explore over the course of days, but likely to elicit more than a few yawns from those sat in an auditorium.
Not exact matches
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Environments provides more technical
details about the research,
There is plenty
of detail scattered through the
environments, and all
of the war effects are alive and well in this
game.
Graphically, the Nintendo Switch version
of Minecraft looks like a very
detailed game on this console with beautifully created
environments that although may look like LEGO, it's actually quite impressive to see how the developers have used simple blocks to create an interactive world filled with forests, skies, mountains, jungles and even deserts.
The
environment, the soundtrack and the depths
of detail in the story are all to this
game's credit.
Nevertheless, the amount
of voice acting n - Space squeezed into this
game is impressive, as is the sheer attention to
detail paid to the guns, character models, and
environments.
While the
environment is highly
detailed, the graphics in the
game are somewhat
of a letdown.
As mentioned, the graphics
of the
game is phenomenal on the Xbox One and the
detailed environments, characters and special effects are simply amazing.
For a 3DS
game, the
environments are quite
detailed, colourful and filled with lots
of places to explore that does not become too familiar or boring as you explore this world.
The
environments fair a bit better then the character models do, in that the colors
of the
game seem a whole lot richer, and the amount
of detail seems a lot higher.
The
game really takes advantage
of some very high resolution
detail in the
environments and pulls in a lot
of color and
detail to really make these
environments stand out especially on an HD set.
This works wonders in conjunction with the set design, which is clearly done to a tee, as you can play a never - ending
game of «I Spy» picking out the tiniest
details that say something about a character or the
environment.
The
game's
environments are crisp nicely
detailed and just keep the look
of the
game very consistent.
Also the
environments are missing a lot
of touches
of detail, which make the
game feel much more bland than the normal GTA experience.
First off, the
environments are just hideous, with little to no
detail to come by; in fact some
of the
environments just look like rehashes from what we saw on previous
games of the series.
That sense
of abundant life is stunningly rendered in the
game's incredibly
detailed environments, divided into contiguous zones.
Making characters from a 12 - year old
game live up to the nostalgia filter is no easy task but Double Fine does a double fine job in this case (I'll see myself out), because
of the way they handle the player's VR enhanced perspective you're able to see more
of the
detailed and wild
environments of Psychonauts than ever before.
The
game, to be fair, is focused on a level
of detail in the
environment that'd be diminished quite a lot in such a setting, so a spit - screen or other local multiplayer option is thus sadly nixed.
The
detailed, more colorful
environments help to reflect the light - hearted tone
of the Zelda series, even if Majora's Mask is a moodier
game.
Along with the release date, the announcement came with a treasure trove
of screenshots which show off the
game's
detailed character models and rich, tropical
environments.
Both
games feature
detailed graphics that spotlight the unique
environments and hundreds
of Pokémon that players can encounter and catch.
There's a pleasing level
of detail to be found in the
environments and on the character models, especially during the
games fantastic cut - scenes which stand as some
of the best in quite some time.
What I mean is, not just are their
games a visual spendor
of minute
detail to look at, but everything down to subtle animations and
environment interactions and sound design all add to a magnificent sense
of realism in their
games.
Just like the rest
of the
game the production values are superb both in terms
of the level
of detail in levels and in the cutscenes which include wonderfully rendered faces, animations, and
environments.
As it turns out all fears were largely a pointless waste
of energy as Metal Gear Solid V gets it right for the most part, mostly because it still retains that
detailed level design
of the past
games, focusing it on the 50 - bases and small outposts scattered around the two
environments, each one completely unique and offering different challenges.
Especially for a
game released on Xbox Live Arcade there's actually some solid texture work on display and a fair amount
of detail within the
environments.
A great example
of this was demonstrated when we played Assassin's Creed Origins, with the X not only allowing the
game to be rendered in 4K, but also offer twice the
detailed draw distance in the
environment when compared to it running on an Xbox One S. Also, thanks to the 12 GB
of RAM onboard the X, transitions between the protagonist Bayek and his eagle Senu, which you can pilot in an in -
game scouting mechanic, were very smooth and seamless.
Occasionally the
game can look lovely thanks to some solid lighting, and the performance is generally very solid, but overall there's a grainy look to the
environment, a lack
of detail in the trees and foliage and generally just a feeling that it's unfinished.
Pikmin 3 is a
game rich
of colour and Nintendo always does a flawless job
of bringing vast
environments full
of stunning visuals, however at times the texture does lack a bit
of detail, but it doesn't really do any major damage to the overall look
of the
game.
Hidden in the many varied
environments you explore in the
game are roster guidebooks for each girl, giving you their backstory and
details for each
of them that you can read in the main menu.
If you put a side - by - side comparison with the original
game and this remastered version, however, you're not going to see much
of a difference other than slightly more
detail in the lighting and
environment effects.
As astounding as the
game's
environments are, it's the cars that are the real stars
of the show and, whether you like to really put yourself in the driving seat with a first person view or cabin claustrophobia keeps you firmly positioned in third person, the level
of detail is astounding and, dare I say it, truly next gen. Carbon weaves, and tire treads have been obsessively poured over and every inch
of the 50 or so cars seems to have received an almost perfect recreation.
Presentation in Scarygirl is comprised
of detailed environments and shifting camera perspectives that make the experience stand out - it's by far the best aspect
of the
game.
This new project from 1С
Game Studios continues the next generation
of combat flight simulations with the latest development technologies — from a new higher level
of physics modeling, damage modeling and aerodynamics to modern modes
of gameplay with
detailed, immersive
environments.
Graphically, Gravel is Milestone Italy's best looking
game up to the date
of its release with amazing vehicle models that crumple when colliding with other cars or trackside objects complimented by realistic track surfaces such as sand, mud, foliage and rocks in numerous
environments, alongside superb weather conditions as well as lighting and shadow effects that adapt to the time
of day or night the race is taking place at, while there are outstanding subtle
details such as water effects from water splashes and rain, mud splashing onto the car throughout the race, sparks flying as vehicles trade paint and pyrotechnics throughout each lap particularly during stadium races.
While this isn't the largest AC
game in terms
of map size, it is easily the most dense and
detailed environment the series has ever had.
The
game's innovative engine also allows for a wealth
of detailed imagery, whether driving at 120 MPH or shooting your way through the gorgeous interior
environments.
From the offset however, this
game looks good — we're not talking final fantasy good, but it has a level
of detail that's refined enough to make you realise there have been countless hours spent modelling the
environment around you, a plus in anyone's book.
It's likely because each case only features quite small
environments to explore, all
of which are rather static, but the developers have packed a lot
of detail into this
game, especially in regards to Sherlock and Watson's apartment, a faithful recreation if ever there was one.
You don't just spend all your time outside, though, as indoor
environments make up a large chunk
of the
game as well and these areas look just as good, again with plenty
of detail and plenty
of little references to bat history.
It can stand well on its own against the likes
of ND's Nathan Drake model in U4 (most incredible video
game model) All the foliage, trees, just the
environments in general pop with stunning
detail, color, life, and on top
of that, the most impressive lighting system I've seen in a
game so far.
The Division for example — the
game offers a beautifully realized world with so much
detail in the
environments, and even the initial premise
of the
game was enthralling.
While the character models lack the appeal
of the sprite designs they were based on, the backgrounds and
environments look gorgeous, packed with lots
of interesting little
details that really help add to the atmosphere
of the
game.
Buildings are very angular, the
environments look uninspired, there's not much
detail to be found in any
of the textures — even the menus were described by my friend as something that should «be in a Gamecube
game» which I couldn't help but agree with.
The Art
of Destiny: Volume 2 features contributions in the form
of a preface from art director Michael Zak explaining how his father inspired him to create sandbox worlds and a foreword by
game director Luke Smith that
details the amount
of effort and creativity invested in making numerous
environments within a universe that can be described in the statement «Almost every idea fits».
While the maps are extremely narrow and linear leaving exploration completely out
of the
game, the
details in the
environments are stunning for this kind
of a
game.
Additionally, the
detailed environments feature a degree
of three - dimensionality simply not preset to the same degree on the 360, PS3, or Wii U
games, with lower - quality textures and normal maps leaving such surfaces looking a lot flatter on those systems.
The
detailed, more colorful
environments help to reflect the light - hearted tone
of the Zelda series, even if Majora's Mask is a moodier
game.
Much
of this will involve erasing parts
of the
environment to open up a new path, but in addition to revealing a number
of other
details on the
game's inspirations, recently the developers also
detailed some
of the realizations
of the customization aspect and how it links to what Junction Point is concentrating on in the console release.
Punctuated by a phenomenal, tragic end sequence, the
game is filled with gorgeous sunsets, realistic horse travel, an insanely
detailed environment and, true to Rockstar nature, a ton
of stuff to do.