Sentences with phrase «end developers when»

Ninja Theory are one of the top - end developers when it comes to gameplay.

Not exact matches

Just like we're about to learn what happens when you price low - end Linux computers at less than a movie ticket, and what happens when you give millions of developers access to a few terabytes of memory.
And when an online service makes a change to its API, Temboo adjusts the code on the back end — a huge time - saver that eliminates one of the biggest headaches for developers: constant updates.
Paladino's article is just the latest twist in a saga that started two weeks ago when Artvoice published an end of the year survey in which the developer said he wanted to see President Obama dead and the first lady return to Zimbabwe and live with a gorilla.
Despite this and the clear sense that the Armory would be a mall pure and simple, the community's only firm request in the end was that people had to be paid a living wage, particularly when the developer was going to receive over $ 70 million in taxpayer subsidies to remake a public landmark.
When the program was set to expire at the end of last year's legislation session, Gov. Andrew Cuomo extended it to January and challenged real estate developers and construction labor unions to negotiate a new deal.
Also, the report observed that a Transparency International publication cited a June 2016 case in which the minister of defense condemned media reports regarding the chief of army staff's links to high - end property developers, describing them as «disgruntled and unpatriotic elements» and warning media that they should show more professionalism when reporting on security matters».
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.
While it didn't impress Chris a lot when he reviewed it at launch, the game ended up among the best - selling titles shipped last year and the developers kept supporting it with continuous updates such as the underappreciated Ghost War PvP mode.
It is usual for Japanese developers to release brief but interesting interviews when the year is about to end.
When P.I. Doc Sportello's ex-old lady shows up with a story about her current billionaire land developer boyfriend and a plot by his wife and her boyfriend to kidnap that billionaire and throw him in a looney bin... Well, easy for her to say... It's the tail end of the «60s, paranoia is running the day and Doc knows that «love» is one of those words going around, like «trip» or «groovy,» that's way too overused - except this one usually leads to trouble.
On many occasions, systems that are notoriously difficult to develop for have ended up getting the short end of the stick when it comes to multiplatform games since developers only have limited resources.
It started off under CyberConnect 2 when they were considered the main developers behind the dot hack series, and it ended up being the project that will define them throughout all these years.
How do you address the big questions concerning differences when the developers of CCSS end all questions?
When an app is sold, a developer earns 70 % of the transaction and is payed at the end of the following month.
Many times, the developers give up on games, so you end up having just wasted your time getting to know characters when their stories shall remain incomplete forever.
Today most hardware design is left to other companies, but when you make hardware without taking into account the needs of the eventual software developers, you end up with bloated hardware full of pointless excess.
- 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
Once again this changes near the end of the game, when it appears the developers all walked into the office and realized they needed at least one real cut scene and that maybe actually working some of the story into the gameplay a bit better would be a good idea.
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...
After spending so much time with the franchise playing the first and second game to be shafted so hard in the 3rd has really disappointed me when the developers promised us so much but has delivered so little in the end, which is a real pity.
When a developer breathes new life into a classic, they usually end up getting my money and respect.
This shift started towards the end of Gen2 when developers realised that they could not simulate the world to the level of fidelity that their designers wanted, as the CPUs were not fast enough - but they could spend more time rendering it.
It was at the end of last month when the games developer Evolution announced that a «significant server upgrade» would take place on June 1st and the upgrade would help bring the long awaited PS + Edition of Driveclub to the PlayStation faithful.
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.
- when the team learned that Switch would support Unity, they began the process of bringing the game over - it was planned early on to get the game onto Switch within a month of it launching - by Fall 2016, Unity's optimization progressed, and error messages that previously appeared with I Am Setsuna stopped - by the end of fall last year, the team was finished with pre-submission to Nintendo - I Am Setuna was the first title to enter this process - a meeting with Unity was suddenly held, and it was decided that I Am Setsuna would end up becoming a launch title - Nintendo asked for the developers to finish the master version that year if possible - the team was able to port quickly due to Unity, as well as the lack of online / vs features & modest hardware requirements - having a good grasp on specs also made work come together quickly - setting various aspects such as the app's icon, languages, etc. was said to be very simple - there was also good compatibility for titles that have / planned to have multi-platform support on home and portable consoles
People are bashing no man sky because it's not what they wanted when actually it is exactly what the developers wanted to deliver The team started out with 3/4 developers and in the end were 14 developers Read the article and in the end developers said so that fans expected their own imaginations And they do plan on adding base building and space battles
Hellblade: Senua's Sacrifice is a game that intrigued me from the very offset when developers at Ninja Theory stated they wanted to create an «independent AAA» game that still had the AAA production values that you would expect to see in the high end blockbusters while being developed and published completely independently.
It was interesting to see where developer Volition (Saints Row) would end up when THQ started liquidating its game IP's.
Unfortunately, developers did not realize the full potential of the Saturn until the end of its lifetime in 1998 when some of the best games for the system such as Panzer Dragoon Saga and Shining Force III were released.
Swedish developer Fatshark made waves when they released Warhammer: End Times — Vermintide.
I've made much ado about the potential of the PC to retake the mainstream market recently, and I won't fully retread old ground here, but I will reiterate the fact that the casual PC market is booming, while developers like Crytek feel they can no longer play to the high - end PC consumers, as the market simply isn't there (or when it is, it's through piracy).
At the time they just hit their Kickstarter target, but when the crowdfunding campaign ended with a grand total of over $ 1.5 million, it meant the Norway - based developers would be able to create a bigger and more in - depth sequel.
Independent developer Overdose Caffeine caused a stir in May when it announced that it was ending development of its multiplayer space - dogfighting game Pocket Fleet for Ouya and switching to Gamepop instead.
When he blurts out the occasional full sentence near the end of the game, it's obvious that the developers themselves struggled with the silent protagonist motif.
I always find it a bit disappointing when game writers and developers feel they have to tie up all the threads at the end of a game, it's often clumsy and unnecessary.
It started off under CyberConnect 2 when they were considered the main developers behind the dot hack series, and it ended up being the project that will define them throughout all these years.
«We've heard from developer after developer that they're spending valuable engineering time to combine various signals like location and sensor data just to determine when the user has started or ended an activity like walking or driving,» read an excerpt from an official...
The amount of RAM we have in this, the speed of the RAM, the speed of the harddrive, the reaction we're getting from developers... having Patrick [Soderlund, EA executive] show Anthem at the end of our show, which looked fantastic, opening with Forza, but having the third - party validation - when I stood there and went through Final Fantasy and Resident Evil and Ghost Recon and Rocket League, those assets that were running behind me were all in 4K because those developers were already up in 4K on this kit, because that's the box we built.
Always a fan favourite at Ubisoft shows and on video with his trademark beard, cane and eloquent vocal style in public speaking, VandenBerghe will be moving away from active game development when he joins the Guild Wars 2 developer at the end of the month.
As a result, many game developers make all of the death and destruction happen offscreen, or only near the ending when the player has passed the «point of no return».
Title: Space Food Truck Version Tested: PC Available On: Windows PC, Mac OS X, Linux Developer: One Man Left Studios Publisher: One Man Left Studios Genre: Deck - Building Card Game Official Site: SpaceFoodTruck.com Release Date: November 24, 2015 Where to Buy: Steam When The Nerd Stash first covered Space Food Truck, One Man Left Studios was nearing the end of a journey to expand -LSB-...] Read more
Paul: Was hyped when I saw «From the developers of The Vanishing of Ethan Carter», confused when I saw a gun and «but also the developers of Painkiller and Bulletstorm» and in love by the end of the trailer.
It is usual for Japanese developers to release brief but interesting interviews when the year is about to end.
When the line reaches Hackney — its various localities rebranded by property developers as bucolic - sounding idylls («Victoria Park Village»)-- the spiral ends.
Wind energy agreements typically provide that the developer is responsible to remove the tower (up to a certain depth below ground) when the project ends.
The standards for official builds help ensure developers that their app will not end up in a bad state because of inappropriate Android API changes or broken hardware support, but this is not enough for us; we're announcing some new APIs that will allow your apps to do more when they're running on a LineageOS - powered device.
Furthermore if the ruling withstands further appeals by Google and if Google ends up paying billions in damages to Oracle, it could have broad repercussions on how software developers use Java APIs when building software.
We've heard from developer after developer that they're spending valuable engineering time to combine various signals like location and sensor data just to determine when the user has started or ended an activity like walking or driving.
Voicebot readers were the first to hear about these intentions when we predicted in March that Japanese would be the next language supported by Alexa and then broke the story in April that an API call end - point for alexa.amazon.co.jp / api... showed up in the developer redirect URL list.
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