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
environments —
games 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.