Sentences with phrase «focused mechanics in games»

I'm not against «RPG» and progression - focused mechanics in games by any means, nor am I against loadout screens, upgrade trees, and special items.
Players who take the time to learn the game's system will unearth counters for pretty much all the casual - focused mechanics in the game.

Not exact matches

It doesn't make use of any mechanics that are unique to VR and plays identically on the screen as it does on the headset, however the novelty of being in VR enables a more focused experience and heightens the game's purposeful intensity.
In past several years games based on Disney licenses fluctuated in quality, but Infinity now allows the team focus on a core set of mechanics, ushering in incremental changes with every hot Disney property to step through its doorIn past several years games based on Disney licenses fluctuated in quality, but Infinity now allows the team focus on a core set of mechanics, ushering in incremental changes with every hot Disney property to step through its doorin quality, but Infinity now allows the team focus on a core set of mechanics, ushering in incremental changes with every hot Disney property to step through its doorin incremental changes with every hot Disney property to step through its doors.
Originally revealed in 2011, Fortnite started as a Tower Defense game with a focus on defending objectives while keeping in control of the action with a Third Person Shooter mechanics thrown into the mix.
«The new game will feature innovative combat mechanics and an original character progression system based on modular upgrades gained through tight, visceral combat,» Focus Home Entertainment confirmed in a press release.
Super Mario Sunshine, largely considered the worst 3D Mario game, would take the focus off jumping in order to fool around with FLUDD's water mechanics.
Over the past year we've seen several games achieve big success, despite focusing their core gameplay aspects around overly basic and simplistic mechanics, before mixing in some vibrant colours for good measure — INK, Splasher, I'm looking at you.
Our work has been focused on the use of games in the enterprise, and the ability of game mechanics to motivate employees to engage and collaborate — to share their tacit knowledge — is unparalleled.
The gist is that TotalBiscuit publicly revealed that pre-released PC code for Shadow of Mordor was being withheld to those unwilling to sign a deal in which they had to make one Youtube video and produce one livestream of the game in which they would have to strongly encourage viewers to purchase the game, focus on certain mechanics and say nothing negative about the title, nor focus on any glitches or bugs.
There is not a lot of games in the same caliber as Uncharted 4 due to mismanagement, greed, and too much focus on the superficial not on gameplay mechanics or game content.
There are additional friendly characters that introduce some new mechanics in short spurts and each stage has a number of collectibles to find, but Shu still feels focused on presenting a simple and pure kind of platforming game.
In some ways, that even includes its own sequels, which saw the game - changing additions of further mechanics such as crawling when downed, meat shields, planting grenades, mortar strikes and so on shift the focus towards slightly more conservative play.
Kawazu: We focused on this title because we determined there is value in playing this particular game in modern times due to its unique game mechanics.
While Final Fantasy VII and Square's subsequent games were an assertion of the value of developing and designing a game with a story at the center of the experience, and using that story to assert ideas about politics economics, and philosophy, Dragon Quarter was a statement in return that similarly intelligent engagements of political ideas could be built into games of minimal narrative that still focused primarily on gamers» engagement with mechanics.
In the past year, we've received incredibly encouraging feedback from our fans about the unique aesthetic of the world and its creatures, the focus on non-violence as a game mechanic, and the central themes of compassion and community, where you can change the world through nurturing the earth and helping others.
It combines tight combat, inspired art design and innovative game mechanics in a way that would make most other big - budget narrative titles jealous, but it doesn't seem to have a focus that ties them all together.
The RPG mechanics were easy to learn, but once time - based attacking and blocking is thrown in, the game requires a considerable amount of focus to succeed.
Most of his games have a focus on mechanics that make use of original music in some way.
The storytelling techniques developers began using during this expansionistic age had a foundation in pen - and - paper RPGs such as Dungeons & Dragons, with lore and sagas being the focus of the characters» journeys while mechanics — though undoubtedly important — were less crucial to a game's success.
Set before the birth of the first game's protagonist Jade, BG&E 2 has seemingly ditched the original's single - player focus and photography mechanic in favour of exploration and online co-op play.
We have seen various games change their mechanics for sequels, Fallout 1 and 2 were isometric top - down RPGs which become 1st person Action - RPGs, Resident evil went through many stages before becoming first - person in Resident Evil 7, Zelda went from top - down to side - scrolling then back to top - down before hitting 3d... Fear Effect was originally a 3d third - person stealth - action puzzle game yet Fear Effect Sedna has been presented as a fixed - angle top - down isometric twin - stick shooter style which focuses on stealth, action, puzzles and tactics — that is a lot of characteristics and quite ambitious for a small indie game studio.
«Where other projects fill in detail around the edges of the game by tuning gameplay mechanics or improving textures, we focused on bringing new level design, aesthetic direction and world - building detail,» said Caustic Creative's John French in the press release.
Much like the previous game, the stealth mechanics forego any particular focus for a loose grab - bag of toys and abilities; you can creep around out of sight, hiding in shadows, under tables and out on ledges, or if that's too pedestrian, you can vomit up a clone to act as a decoy, turn invisible, leave acid traps underfoot and shoot people full of darts.
It's such a dense, interconnected chunk of every game mechanic the new Deus Ex games have to offer, all in this one focused building — a full game within a game, a place that delivers on the promise of what playing these games is all about.
This time, the thirty - minute presentation focused on the game's «mecha» mechanics, dubbed Dolls, as well as how they will function in both combat as well as exploration.
He wants it to be a focused experience that presents the mechanics and narrative in a specific manner, which is a necessity for this type of game.
Survive isn't a faux - tagline that represents a tacked - on gameplay mechanic, it's the core of the gameplay, and it's done far better than in the majority of other games that claim to focus on survival.
As well as becoming more focused on puzzles surrounding the darkness mechanic, the game actually changes both its style and gameplay in a few of the chapters.
When it was our turn to review the full release in May 2015, our own Shawn Long said of the game that it is «a fun and lighthearted game with some great mechanics and focus on elements of the shooting genre that have never been looked at the same way before.»
While recent releases in the Creed series have introduced new mechanics, like boating in ACIII and Black Flag, Unity stays closer to home, a game that focuses more acutely on the Assassin aspect of Assassin's Creed, featuring a story more similar to the one found in the introductory tales of Ezio and Altair.
However, if the micro-transaction can be successfully decoupled from in - game success, then F2P makes it economically feasible for a developer to focus on perfecting game balance and adding iterative improvements and content to a title while maintaining an F2P revenue stream, without worrying about adding potentially unnecessary mechanics and features to justify another full - priced premium package purchase to the consumer.
As the title suggests, Metal Gear Survive is focused on survival, and this mixes up the usual stealth play and action quite well with expanded mechanics that we saw hints of in previous Metal Gear games.
Western gamers will finally be able to fully enjoy the unique mechanics, carefully crafted play experiences, focus on destructive fun, dramatic presentation and engaging score attack gameplay which have made the ALLTYNEX games renowned in Japan.
This term is the unfortunate, prevailing tag on the Steam Store to categorize these games despite the lack of the formal elements that typically comprise simulator games: a focus on hyperrealism in mechanics to mimic real - world equivalents like operating an aircraft, a simulacrum of situations and settings from the everyday world, quantifiable systems that can be learned and predicted, and so on.
The game features wandering in an open urban environment, scavenging the world for supplies and crafting weapons, with the focus of the game being on its free - running mechanics.
So far, a staple focus of their games has been «user - generated comedy» where they allow players to create hilariousness in their games through game mechanics.
I hate to complain too much but it just gets in the way of what could have been a more polished arcade style game with similar but more tightly designed mechanics if they developer would have honed their attention, focus, and resources away from dialogue and plot elements that are quite frankly only in the way.
While the focus across the entire game is on gaining the most amount of height in the least amount of time, the mechanics of doing so do not change from one mode to the next.
Focusing on exploring comedy in games via the adventure game genre; using interactive narrative to develop rich characters and story, and incorporating modern gameplay mechanics that allow quick and easy adoption across a broad audience.
Initially the game was supposed to be a clone of Treasure Fall, but our focus on quality and dedication in experimenting with different features resulted in the final game being quite innovative with all the songs and the drag - to - select mechanic which later spawned a whole sub-genre among match - 3 games.
That being said, I'm glad that Ubisoft traded off a bit of driving for better shooting mechanics since it's the primary focus in the game.
Another method of increasing engagement through game design would be in focusing on creating a storyline and the arch of that story through game mechanics.
While the more solo - focused modes could be a lot stronger and some of the controls can be confusing, the strong battle mechanics and online modes offer enough fun to keep Gundam Versus in your fighting game rotation.
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