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.