Sentences with phrase «detailed environments of a game»

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

A SUNYCNSE research profile titled: SUNY College of Nanoscale Science and Engineering Scientists Publish Game - Changing Semiconductor Nanosheets Research That Could Revolutionize Cameras in Low - Light 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.
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