Audio —
The entire game sounds generic, from the zombies to the music and voice acting.
Not exact matches
Beyond that, the
entire game is really a joke, funny AI system, no ambient
sound wtf?
Sound effects are flawless and the musical score helps serve as glue to bring the
entire game together.
By having Maria act and
sound like Mary, the late wife he's searching for in Silent Hill, they hoped the player would become confused and let them think that Maria was really Mary the
entire game.
Deaf & Hard of Hearing
Gamers: No audio is necessary for play, all dialogue comes via text, and the
entire game was completed with the
sound muted.
The
game's design,
sound, and overall gameplay will be familiar to anyone's who's played the full - fledged
entires in the series, and there'll be an assortment of returning activities and mechanics.
We can build an
entire learning ecosystem utilizing innovative storylines,
game mechanics, interactivity,
sound instruction, and adaptable technology.
You make it
sound like there are 5 people complaining and that makes up the
entire consumer base for EA
games.
Like the previous LEGO
games the plan is a simple one; take a well know franchise and turn the
entire thing into a LEGO version where the characters are mute and must convey everything through sign language and odd
sounds, plenty of humour and lots of gameplay which is pretty much a genre unto itself.
This is the weakest
game in the
entire franchise from a
sound design perspective.
The idea of an
entire 3 disks of content
sounds promising, especially when the
game is already looking...
The
entire game from the soothing indie
sound of 65daysofstatic to the marvellous settings of each planet is wonderfully lax.
Also, other than some
sound effects, the
entire soundtrack has been composed specifically for the
game and is also available to download for free (same as the
game) from Overbound's website.
The
sound is good as well, but the same music seems to be on a loop throughout the
entire game.
It
sounds like a small thing, but this lesson is carried throughout the
entire game: if you don't know what's around the corner, best keep your shield up and your eyes peeled.
So we thought, why not tap into that retro vibe and cook up an optional chiptune version of the
entire Mighty No. 9
game soundtrack, including classic
sound effects?
While this premise probably
sounds too thin to prop up an
entire game, the mechanics have been tuned such that performing fairly simple maneuvers is surprisingly satisfying.
That's right — we'll remix the
entire soundtrack, retro 8 - bit - style, and the
game's
sound effects, for you to listen to in -
game as you play, as an option you can toggle on or off in the settings menu!
As well, similar to Super Mario Galaxy and Super Mario 3D World, the
entire soundtrack for this
game is orchestrated / live - recorded, including the songs that are electronic -
sounding; previous
games usually had their music already pre-programmed with only keyboards and synthesized / artificial
sounds.
The beautiful and evocative soundtrack composed by David Garcia Diaz provides the undertones for the
entire experience, featuring a full orchestral
sound that rivals any other video
game score.
Sound wise, your characters will spout the same 2 or 3 lines the
entire game and the guns lack the audio firepower to make you feel like you are really kicking ass Johnny Rico style.
With a solid foundation of a
game system, an
entire island's worth of little juicy details to discover and draw out, and a distribution of these elements that follow a
sound train of logic when you think about it, I believe Bastard Bonds ranks up there with Dark Souls in terms of cohesive
game design.
To say that it looks and
sounds exactly like the series it's inspired by would be an understatement, but that's something totally true despite the
game only focusing on a segment of the
entire Dragon Ball series.
One thing about the
sound that was odd to me was the main character does not say a single word throughout the
entire game.
Once they have a detailed outline of the
entire level, video
game level designers then work with animators, texture artists and
sound designers to add more dimensions.
At first four new bosses may not
sound like a lot, but these are some of the hardest enemies you will come across in the
entire game.
This is excellent news, as the
sounds and music he's created have defined and influenced an
entire genre of
games.
It
sounds silly to say that I want to avoid spoilers, considering the fact that Crysis was released so long ago, but the
entire reason this new version exists is to provide new players a chance to experience the
game for the first time.
The
entire game is presented to you with
sound cues.
An adventure across the globe might
sound like a cliché, but it's way better than playing the
entire game in a single location.
Imagine this: Actors on a
sound - stage in full mo - cap outfits (a spandex suit with tons of dots used to capture the nuances of an actor's movement) who act out
entire scenes of a
game together.
In fact, the
sound design is superb throughout the
entire game.
If that doesn't
sound terrifying enough, for those of you with PlayStation VR, you'll be able to experience the
entire game, from beginning to end, in a flexible, optional PS VR mode to play as much or as little as you want in immersive VR.
Bravely Default was lengthy, and both looked and
sounded absolutely fantastic on the 3DS — indeed, it was one of the finest
games on the system for the
entire year.
As I mentioned before, not only you can choose the level and the
game theme, you can also add
sound effects (accompanied by minor visual flair), save your course (up to 120 courses can be created and saved), erase elements, undo your last change, or reset the
entire level.
The trend today is for
games to have ever more impressive visuals,
sound, and movies... lest the
entire industry be homogenized in this way, perhaps it is our role at HAL to make
games that are different.
Unless you grind your
entire party's levels, which is as boring as it
sounds, you'll be ignoring these parts of the
game - which, since FFVII, have been, well, what Final Fantasy is about.
The
game has received a complete visual overhaul that changes the
entire aesthetic of the
game while improving on the arcade version's graphics and
sound.
The graphics were as phenomenal as promised and the
entire game turned out to be more than perfect looks wise and
sound wise so what exactly was the problem with Cuphead?
The
game's
entire sound design is merely comprised of a handful of 5 second musical loops, with absolutely no
sound effects whatsoever.
It contains all the charm of the original and more — while it is possible to play the
entire game in a classic mode with the pixelated graphics and synthesized
sounds of the original, you can toggle back and forth between the original version and the new version redone with high resolution visuals, voice acting, and a symphonic score.
Of course, if playing through all those different
games sounds like too much work, you can just go ahead and check out or comprehensive timeline of then
entire series!
Highlights here include a magical film by Egyptian artist Wael Shawky which presents middle Eastern fables gorgeously shot in colour negative and acted out by children; a
sound and light installation by London artist Haroon Mirza that makes your
entire body vibrate and Brooklyn - based Cory Arcangel's four projections based on a hacked video
game show.
The largest sculpture takes up an
entire room, illuminated with projected images of flowing water from the
game, with ambient
sounds filling the room.
The
entire range features accurate positional audio using true left and right stereo imaging to help ensure
gamers know exactly where
sounds are coming from for quicker more accurate response.