Sentences with phrase «developer felt the game»

Tomb Raider skipped the console because the developer felt the game would need custom controls they didn't want to bother with.

Not exact matches

In addition to the Startup and Tech Mixer and the LAUNCH Hackathon in February, we'll be at the Game Developers Conference this week, so feel free to come by and say hello; we're at booth 112.
«The game developers managed to entirely hide the tedious aspects behind fun games that feel like brain - teasers.»
While the game is on the easy side, the game has a lot of content to offer, and fans of the Fire Emblem series will feel that the developers have done the series justice with their take.
I felt all the soul put by developers into the game.
It's a game that went so wrong at every turn that it makes you just feel bad for its developers.
The developers stuck with the progress they made in recent years — aspects hardcore football fans appreciate like penalties and accuracy mattering for quarterbacks — while adding an element of unpredictability that makes the game feel much more like the actual sport.
The campaign isnt awful but it feels like a completely different game then the multiplayer because they had another developer,
The campaign isnt awful but it feels like a completely different game then the multiplayer because they had another developer, Danger Close, working on that side of it.
Dishonored is an all right game, but the risks the developers made feel more like flaws than brilliant mechanics.
The new mission mode in the game also is a fantastic way to spend some time, and in the end I just felt like the developers improved enough to make things even more enjoyable and even more worthwhile this time around.
One caveat regarding Attack on Titan, which may be good or bad depending on who you ask, is that it certainly feels as though it was developed by the Warriors / Musou - type game developers.
Even non-American fans joined the campaign out of a feeling of comradery for their Nintendo peers across the ocean, and the common message they have for their favorite game developer.
Considering the scope of the developer Hello Games, it is not surprising that they ended up taking a while to deliver on their promises since No Man's Sky always felt like an incredibly ambitious game.
The game feels like developer Eidos Montreal was really hoping to make a trilogy and Mankind Divided is a middle chapter that's mostly setup.
Instead, you have guns mounted on your back, and the controls feel more like a traditional aerial combat game like the developer's earlier Crimson Skies game.
We got the sense that the developer was shooting for the quirky and unusual puzzles found in classic adventure games like Secret of Monkey Island, but it all felt a little forced.
For each subsequent release, the developers at Sega felt as if they needed to add something new to keep the games feeling fresh, and this time around, by far the biggest addition are Star notes.
Today it feels like most game developers focus on graphics and doesn't think to much about the content itself.
«We're beyond excited to launch Golem Gates today and introduce a game that we feel will resonate with a variety of strategy game fans,» said Matt Oelfke, Founder and Lead Developer at Laser Guided Games.
My only gripe is that the game feels linear in where you can explore as the developers have strategically placed boxes and other items in your way, which creates this almost cattle dog approach to gaming.
The developers also implement the 3D capabilities of the console well which helps with the virtual board game feel.
Speaking of the car models I think I was must impressed with how well the developers made the upgrades in the game, as you could truly see every distinct addition to the car and this definitely makes the game feel more of an individual experience.
I attributed this to the game's early access state since I feel like the developer wants people to experience many different types of requests in the campaign; however, this could also be a glimpse into the ethical struggle of custom PC builders.
In essence, all the game really did was swap out monsters for demons, but seeing a different developer's take on the series» fundamentals proved an interesting and entertaining experience, with combat that felt lighter and more akin to the Warriors franchise.
Developer Derek says «I really want Spelunky to be as fun to look at as it it to play, and to that end, we've added lots of little details to the backgrounds to try and make each part of the game feel even more distinct.»
Nonetheless, the developers have successfully created this game with a real country American feel to it with some great special effects thrown into the mix.
I feel people care a little too much about «doing anything» in games these days, I feel it has made developers lose a clear objective in game design.
There are some nods to classic games while other times, it feels like the developer were having too much fun with their script as there are potential fourth wall breaking moments hidden during some optional conversations.
Additionally, Microsoft's Phil Spencer told Eurogamer that he feels the new layout, which includes a recommendation system, will «solve fantastically some of the challenges that independent developers face, particularly around discovery and connecting their game to an audience, by some of the platform features we have in the machine itself.»
Now a year later it seems like it would be hard for the developers to become the new and original in a year's time, but could they manage enough new to make this years game to feel fresh?
«As huge racing game fans, we feel that the genre often hasn't been as innovative as we'd like,» said Ben Ward, founder of Trailblazers» developer, Supergonk.
There's also some great attention to detail but just be warned, this experience may make you a little queasy due to the realism employed by the developers because you actually feel like you are in the game.
But after seeing some footage I get kind of the same feeling from Castle Crashers where it may look silly but the gameplay footage showed there was a sense the developers crafted an interesting, very fun game and gave it polish.
Senran Kagura series has mostly received action focused hack and slash games so when it was announced that the developers are working on Peach Beach Splash, which was a third person shooter where the main cast had to fight among each other with water guns, it felt like an odd combination for a spin - off.
Last week's feel - good news that Shadow Of War developer Monolith is commemorating the game's late executive producer Michael Forgey with a piece of charitable DLC has taken a turn amid concerns of where some of the proceeds are going.
Sitting back to take in the hilarious recreations of the scenes in the movie through the cut - scenes in the game got me in the mood to watch The Force Awakens again, and it is that feeling of Star Wars bliss the developers at TT Games can be proud they nailed.
Yet... somehow, the talented developers at Level - 5 have turned what could have been mindless tedium into a sparkling, joyful game where doing even the most mundane tasks feels like participating in one big goofy ecosystem.
Fire Emblem is another Nintendo IP that I thought would be a good pick for a Warriors game, so I'm glad the developers felt the same.
The graphics are clearly inspired by developer The Behemoth's most popular games to date (Castle Crashers and Battleblock Theater) and the gameplay is a turn - based action strategy hybrid that feels oddly similar to Skulls of the Shogun to me.
The game starts off with plenty of compelling story and gameplay ideas, but halfway through the game it feels like the developers stopped developing these ideas and then created a flat line to the end.
«With nothing new or interesting up its sleeve, Garage's zombie apocalypse setting feels very tired and it lacks the readability, coherence and sheer style of Hotline Miami, a game the developer is clearly in awe of,» was their conclusion.
Gamers felt that developer Virtual Concepts implemented VC in such a way that it's almost impossible to advance further into many of the game's modes without it.
As the first game in the series to utilize Unreal Engine 4, it feels like a pretty solid effort from the developers.
You'd think all these third - party game developers — especially with so many of them feeling the strain of the growing demands in gaming — would hope on Wii U like a cat on a laser pointer.
Realizing that a number of Xbox gamers who purchased and enjoyed the first game feel slighted by what they perceived to be Robot Entertainment turning its back on them, the developer posted an explanation on its official forums today.
Even pirates see the value, and feel obligated to legitimately purchase the game to support the developer's hard work.
While the mode offers story for all three factions, the gameplay loop in the mode is disappointing and often feels like the main priority of the developers was on the multiplayer game design, after which they decided to tackle the single player.
When we saw Ninja Gaiden 3 at E3 in June, the developers kept emphasizing one point: this is a game about wielding a katana, depending on a katana, and feeling every visceral pop and crunch as said katana cleaves through your enemies» flesh and bone.
The developers understand how to properly implement the cinematic moments with the gameplay segments that are integrated in a way that you will rarely feel the flow of the game breaking with them.
a b c d e f g h i j k l m n o p q r s t u v w x y z