Sentences with phrase «environment in the game really»

Not exact matches

Laslie said, «GPS and stand - off weapons (and permissive environments) have kept the B - 52 in the game, but it really is a tactical conflict in OIR.»
For example, they were asked to rate on a scale of 1 to 7 how much they felt they «were really «there» in the game environment» and how much they felt like other characters in the game were real.
Jessica Witt of Colorado State University, February 13th at the annual meeting of the American Association for the Advancement of Science in Washington, D.C. To see if athletes performing better really do perceive their environment differently, she went to softball games.
There's an old saying «Dress for the job you want not the job you have» which is a really good quote to follow especially for any woman who wants to be taken seriously in the corporate world — in an environment where men are seen in suits it makes sense to play the same game.
We made the mistake of playing Mandate first and were really shocked by how average it looks in comparison to any other FPS game currently available - character animation is excellent but the environments are dire.
I guess the game just feels really bland in setting and environment as well as gameplay, its just not very innovate, innovation is everything within a game, without it, its just not fun.
Ninja Gaiden features a non-stop action adventure that takes place in several environments, and quite simply just gives the most radical and fluid ninja fighting style that really has ever been accomplished in a video game.
The size differential in the environments is really a key factor in what changes this game from typical to great.
Evolve is, in the ideal environment, enjoyable, a game that offers a really interesting experience.
The environments have great texture work and really show off how far these games have come in making things look degraded and rusty.
The game also gives hardcore fans a wide gamut of collectables to find which really helps you explore the environment as you get lost in the world of Lost Legacy.
A cartoony protagonist contrasts the sometimes dark and gritty environments of the late game, but early on he fits in really well.
The game really takes advantage of some very high resolution detail in the environments and pulls in a lot of color and detail to really make these environments stand out especially on an HD set.
The environments are also fantastic in the game, and they really give a great sense of the game of tennis.
Whether in heavy action sequences or just roaming the environments the game really holds up quite beautifully.
I just don't see really any sort of facial features in the game and the environments are pretty plain as well.
To be even in the same class has Microsoft's Halo, you would have to create a game that really encompassed both a strong single and multiplayer mode that would encompass large environments.
It can't really compete with some of the top of the line racing games but it attempts to find its own position in the racing genre and takes inspiration from some of the classic arcade racing games in a more modern environment.
Really big budgets in games provide the opportunity to create fully immersive 3D simulated environments.
The repetitive nature of the questions and answers helps to embed vocabulary in the memory - the games really do help to create a lively language learning environment, and are a great alternative to more traditional «drilling» activities.
While manipulating the view of the in - game environment based on real - world movement is a smart feature all by itself, the «holographic» effect is only really achieved by tracking the movements of the gamer's head, and not the hand.
The subtleties of this game really shines when you walk through the environment taking in the conversations and awesome soundtrack.
These small areas, though, only really serve to make you wish for larger environments since in their current state they add absolutely nothing to the game aside from a touch of atmosphere.
I loved the environments of the game; the atmosphere gave the world a sense very similar to that found in Metroid games, and there was this feeling of isolation that really made me want to help the character continue exploring.
But the bare - bones story, short campaign, and lack of variety in its environments and enemies really bring this below other games of the anime - style action genre.
Now, although GTA manages to do sandbox games incredibly well, breathing a lot of life into vast environmentsgames set in modern times aren't really my style.
As for the game's environments, while the world looks really detailed from afar, it's a different story when it's up close and in your face.
As astounding as the game's environments are, it's the cars that are the real stars of the show and, whether you like to really put yourself in the driving seat with a first person view or cabin claustrophobia keeps you firmly positioned in third person, the level of detail is astounding and, dare I say it, truly next gen. Carbon weaves, and tire treads have been obsessively poured over and every inch of the 50 or so cars seems to have received an almost perfect recreation.
If you have played their previous games, Neon Chrome or Crimsonland then you will really feel at home with the familiar, yet different environments and mechanics — no more having to restart the whole game when you die, just send in a new JYDGE and continue!
It has that gorgeous spritework you'll see in all Capcom arcade games of the 1990s, and the designers really make the most of the license: the environments are wonderfully grimy and bleak, the new xenomorph variants fit perfectly into the mix, and even the standard Aliens slink along the ground and creep out of the shadows with wonderful Gigerian flair.
The clever mechanic that really makes the game stand out is how instead of interacting with the characters, you interact with the environment by moving the camera around, which in turn lets you alter the narrative.
Before we started Simogo, we had made console games, and had grown really tired of the clunky processes, politics, certifications and primitive development environments that was involved in making a console game.
The main character, along with the other creatures, lacks detail, and considering that the game is primarily based in hell, the environments don't really stand out in any way.
Although there are a lot of pretty environments, there's something about the stark white beauty of the moon that's really arresting, and it's completely different than the more familiar settings of deserts, swamps, and post-apocalyptic ruins you see elsewhere in the game.
The survival horror and superhuman aspects could work really well in an open world environment and stop the games from feeling too similar from one another.
I got them, played them, finished them and so on, however, silent hill really stood out for me due to the ambiguity of its surroundings, the focus on psychological horror which was unheard of in games at the time, eerie soundtrack, disturbing environments, the amazing puzzles, the unforgettable scenes such as when Lisa was bleeding off to death due to Samael's possession and the fact that the hell the character was experiencing didn't have much explanation at the time and that added to the appeal of the game.
While the game plays really well, it is severely lacking in the «polish» department, especially when it comes to sound, user interface, and environment.
While it might look great in screenshots, these really don't do the game justice, as it's truly a marvel to behold on a high - definition screen, with lush and varied clay environments that really pop with color and detail, and excellent character and monster models that are exquisitely designed and animated.
The game has a lot of acoustic guitar music going in the background, on your phone, on the hi - fi, etc and i don't mean that in a bad way, it was really relaxing and at the same time without letting you notice sinks you into the games environment.
More than anything, I think this game has recaptured many of the aspects of console gaming that really shine for me: multiple players, same screen, fast action, fun puzzles, working together, a world with plenty to be discovered, and surprises (and I don't mean scripted «surprises», I mean surprises the players find in the environment and mechanics, like the Totec / Lara double jump).
For one, it's really just based on player positioning, while the other has more to do with the core mechanics of the game; Dead or Alive is a series that's supposed to look fluid and feel like there's a true 3D environment in a fashion that's very similar to Soul Calibur.
Both of the PS2 naruto games were really fun I just remember being able to use almost all of the main characters in them and using rasengan on the wall / environment to proceed
The game looks amazingly beautiful, but I think the gun sounds should have slightly a little more echo feel to it; (8:40) especially in this environment, it's the little things:) either way I'm really excited to play this!
Some people may be bigger fans of the skate park atmospheres but personally I enjoyed the bigger environments, which really helped things along in the game.
I really love games with hand controls because it really adds to the emerging and I was pleasantly surprised to find out that some PlayStation VR games actually allow for a little bit of free movement as in you can't really move around the environment as long as the camera can see your lights.
And all of this is just theory, because you can't really pit those ships against each other yet in a real game environment.
Apple was the first to really push this kind of app development, and the games started flowing in the robust environment that Apple had provided.
I think the first time I really was impressed with destructible environments in a game is was in Battlefield 3 Close Quarters, which what DICE referred to as the «Levolution'technology.
Mainly in the small details of traveling as well the overall environment, ads to the realistic and believable vibes to the game, which ads to excitement particularly when you're evacuating people in a chopper while engaging in combat, it's also the little things that are done so well in this title that really makes it unique.
One simple but really neat feature you might've seen introduced in Splinter Cell: Conviction is the way the game displays mission objectives across nearby walls, the floor, or on objects in the environment.
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