Sentences with phrase «entire game sounding»

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.
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