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.