Sentences with phrase «developer end of things»

Not exact matches

On the city side of things, this deal, that includes developers paying over $ 1 million in back taxes, ends a long chapter of finagling over the future of the 15 - story building, that involved lengthy litigation with the former building owner.
«That's Brooklyn,» he ended, after listing several more of the great things about the borough, while failing to mention lumbersexuals, pickles, or all the developers saying, «bring me your rich.»
There might have been some worries when the series ended up in the hands of new developer Gearbox, but they've proven to be unfounded; Homeworld Remastered Collection has been handled with the care and attention it deserves, and is worth a place in the library of any self - respecting fan of strategy games, spaceships or little things flying around going pew pew pew.
One interesting thing to come out of this information is putting a bit of a end to the idea in the fanbase that the Animal Crossing developers are all wasting their time on this game, instead of developing a proper new Animal Crossing game.
On March 27, during the Game Developers Conference, it was finally confirmed that Ground Zeroes and The Phantom Pain were both part of the same thing: Kojima's new game Metal Gear Solid V. However, this was not the end of the confusion and unclarity.
MGS V: The Phantom Pain developer Hideo Kojima seems to have discussed shortage of cut - scenes in The Phantom Pain, the controversial ending, future of the series and many other things.
While I have a few things I'd like to see in 4.1, it's quite possible that it will be a lot of back - end stuff that developers might notice more than typical users.
One of the younger developers ended up leaving the program in a flamboyant fashion and did some dastardly things along the way.
This shouldn't be too big of a deal as many of these apps are only incompatible because the developer set Android 4.0 Ice Cream Sandwich as the top end of supported devices so a simple update should fix things.
- Ys VIII: Lacrimosa of DANA is playing in portable, TV, and tabletop modes - Niikawa believes the Switch's playstyles are the reason why the system is popular overseas - Niikawa has been hearing that Japanese players prefer portable mode, while western players prefer TV mode - Niikawa talks to Kondo often when he wants to consult things - when Niikawa became the president of NIS America, he would help Falcom in the latter's overseas expansion - when NIS asked Falcom if the latter can bring one of their games to Switch, they give them Ys VIII - Falcom is not a very large company and 80 % of their staff are developers - they prefer to find a partner and let them handle overseas expansion plans - Kondo says newcomers to the series should be able to jump in with Ys VIII: Lacrimosa of DANA without problem - its an important fact to know are that the protagonist (Adol Christin) in Ys never changes - the story in Ys games always starts with a new encounter and ends with a farewell
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console... developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple... just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
To this end the developer has tossed in collectible pages which provide brief summaries of what certain things are thought to mean, thus letting you try to read Howard's dreams in order to gain some insight into who he is and where he might be going in life.
Hacking doors and other things is briefly introduced within the first hour as a basic mini-game and then promptly forgotten about until near the end of the game, giving the impression that the developer quite literally forgot about hacking's existence.
The only thing that disappointed me was that Insomniac Games could make a game that blended so easily in with every other game in the same genre, I don't blame them for trying something new, I always applaud when developers step out of their comfort zone but when the end product ends up looking, playing and feeling like almost every other game in that specific genre you haven't really put that much effort into making your game stand out and give gamers a reason to buy your game instead of the competition's game.
Although clearly the most successful, the other top developers also manage to up - end the natural order of things as most media people understand it (which is to say, brands).
«It's hard to parse, but at the end of the day, those things don't even feel real,» Brandon Beck, co-founder of League of Legends» developer Riot Games, said in an interview with Polygon.
By removing the unfair thing that made Sticker Star too hard, the developers have ended up removing whatever's left of the game's difficulty in the process.
In just less than a week we've recognised this year's best games, its best developers and a bunch of things on the other end of the spectrum.
It would help out first - time developers, longer standing ones looking to create their magnum opus, players who want to keep things fresh and have a wider variety of things to play, and in the end the publishers themselves, since they'll have a wider variety of properties to utilise in order to score reputation points and cash.
We won't see the Project Scorpio until the tail end of 2017, but as it is a specialised machine it's possible the right developer will be able to make things look even better than they do on a PC with equivalent specs.
This is one of those things that are both better and easier for developers and end users.
Yet as an indicator of the strength and potential of the TrueDepth Camera once developers get to grips with it, I suspect it'll end up being seen as one of the most significant things Apple announced this week.
The first thing you should know is that NEM was supposed to be a fork of NXT, but the developers ended up making it from scratch Other than this, the coin has not been released as it was announced back in January, but the development of such a coin takes some time and therefore, it is understandable.
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