Sentences with phrase «development than most games»

Not exact matches

After over 12 years in development, Nioh plays like a compilation of every hack - and - slash RPG since the early 2000s, and while it's almost tempting to write off most of the gameplay as being derivative of From Software's recent action RPGs, like Bloodborne and the Dark Souls franchise, there's so much more to the game than that.
A: The most noticeable thing is that there are fewer development staff than making the main game.
Fast forward and 2018 is looking super exciting because none other than the guys n gals behind Sunset Overdrive (easily one of the most underrated games on the Xbox system) Spyro / Ratchet and Clank are in the development hot seat.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
This year's conference promises more than 1500 + attendees from 600 + international companies representing an intriguing mix of big established game development studios as well as 100 + indie studios, countless representatives of investors and publishers as well as most of the key tech companies from the game industry.
In the end, game development takes time, more time than most of us developers would like.
More than 100 games are currently in development for the Switch, here is a list of the most exciting ones.
Nintendo Switch has more than 100 games in development, we outlined some of the most exciting upcoming Video Games on Switch right here.
Overall, it seems like a best case example of crowdfunded indie games and shows that the entire development process takes much longer than most people think.
As a hobby development platform, it's neat for its unique form factor, input, processing power (as mobile devices go), and target demographic that is different than most online or downloadable games reach.
That means Limbo was in development for a massive four years, and it seriously shows — that's longer than most full retail games take to develop, albeit with much bigger teams.
Even in its unfinished state it was better than most games that had already completed the development cycle.
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