Sentences with phrase «different visual feel»

Hard core Halo fans will notice that the entire game has a very different visual feel than previous Halo titles.
While taking photos of the movie and television industryites coming in and out of the Los Angeles Times» photo studio at the Toronto International Film Festival, Times photographer Jay L. Clendenin is able to capture Polaroid - style instant prints, giving the subjects a different visual feel.

Not exact matches

While the gameplay felt unfinished and the visuals lacked polish, the different levels of difficulty were perfectly designed and proper gentleman mode was a great challenge.
Annihilation does offer enough surreal horror within its visual spectacle to make it worth recommending to sci - fi fans, but for all the different interpretations the film is being afforded by other writers, I can't help but feel that it is fairly empty thematically.
Perhaps one should buck at the perceivable hubris and tastelessness of Spielberg cloaking his most revealing film in SS garb, and there's no easy way to forgive that red coat, but rarely has Spielberg's narrative and visual ideas felt so unpredictable, so distinctly different, and of such a lilting melancholy.
but this game has: smoother gameplay, better combat, arm switching for cover, an amazing campaign, tighter and more intense multiplayer, deeper customization, more maps, maps from the past, improved visuals, great music to fit the game, and finally yes an escalations mode but it does feel different enough in some areas to be a small plus.
These golden nuggets of cinematic genius are peppered throughout the films conservative eighty - four minute narrative, each presenting a different overall feel and visual tone to each scene, and it is this impressive variety along with the films pace and subtle humour that is key to its success.
Some of the star cameos (that we won't spoil here) are a touch distracting, and the ending feels a little rushed (it's telling that it was submitted to Sundance with a different conclusion), but for the most part, Trevorrow handles the tricky mix of tones beautifully, and displays an excellent sense for the visuals.
As such, like another second - tier Marvel title before it, Guardians of the Galaxy, that allows for some deviation from the core Avengers films in terms of how things will look and sound, giving us a movie that feels organically different in visual design than most we've seen before, even if it still retains the same formula structure of the rest of the MCU features.
Over the top costumes, visual gags that don't quite work, obvious styling (we know Skeeter is different than those other girls because her hair is curly), and a more cartoonish than period feel combine in the worst ways.
Assassin's Creed «s principal visual motif, that of the same eagle seemingly flying all over the world in multiple different time periods, feels as head - slappingly obvious yet needlessly convoluted as the film it stitches together.
While it tells a very different story, Annihilation left me with the same feelings as Under the Skin, another science fiction story with striking visuals.
· The Envelope System: Handing over a stack of bills has a much different feel of accountability than does simply swiping a debit or credit card — not to mention a visual for those wanting to learn self - regulation.
Developed by Spark Unlimited rather than Capcom's internal team, the game's visuals look great, and while it's apparent that there's a slightly different style to the visuals, the characters look good and there's a definite continuity of the original Akrid designs and various other aspects of the game world, so it feels like part of the same universe.
With visuals such as these, an atmosphere as thick and sound design as unnerving as this I may think twice before recommending horror titles to those who feel different than I. (Maybe if I'm in a sadistic mood one day, so no promises made.)
Gaijin Games even announced the sequel this year which is set to be released on Xbox Live Arcade, but it may feature slightly different visuals to the old retro feel that Runner and the other Bit.Trip games have.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
Boat story time was my favorite part of the game along with just taking in the immersive visual backdrops, imo its more like an interconnected hub world where everything looks and feel much grander in scale then it really is and its done very well in that aspect GOW is essentially to different games at the same time, a great storytelling quiet time with rich lore on the one side and brutal precise hard hitting combat on the other, mixed up with perfect pacing and a couple of epic cliffhangers at the endd
Overall, while it is still weird how different Ni No Kuni 2 feels compared to its first outing, I think Revenant Kingdom is doing a wonderful job marrying the magical visuals that it was known for with more lively and accessible gameplay.
As you can see the graphics look slightly different, the visual effects have been enhanced, and the moves feel a lot more real.
The gorgeous visuals and superb audio work together in such harmony that each new world feels different and entirely memorable from the last.
It's a different feel to a usual God of War fight, but it's still got the visual flair that fans are used to.
The atmosphere does feel slightly different than the more snowy and mountainous locale, but maybe that's just a byproduct of the visual upgrade.
While Arcadias might not have the visual fluidity of a Vanillasoft title, the game looks to make amends by offering intricacies like a catalog of over 900 weapons (some of which can even evolve), an inventory of seven different classes, and character switching that's no fast that the title nearly feels like a tag - team fighter.
The exhibition juxtaposes artists from different nationalities and time periods in the hope that visitors will enjoy both the extraordinary quality of the art and experience the repeated visual delight that Paul Mellon felt.
Hamilton felt his re-working of the illustrations in many different media had produced a visual effect analogous to Joyce's verbal techniques.
The silver and space gray colors don't quite have the same visual punch, but in the hand those phones still feel different with the glass back.
The inside gets a unique dotted texture pattern and different refraction helps boost the visual feel.
It's a visual improvement, but it also feels like one composite product now, and people can see all these different integrations and why it's useful,» says Missman.
I've tried a few tricks to make it feel bigger though: light and airy cabinets on some of the walls and leaving others empty, simple sleek cabinets without lots of handle / drawer details, built - in appliances to reduce visual clutter (such a pretenious design blog phrase sorry but I can't think of a different one).
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