Its CGI cutscenes are also surprisingly good, so it's a bit of a shame that it doesn't use them a little more, especially during one cringe - worthy moment between Bryce and Arcadia where the in -
game animations just fails completely.
Not exact matches
Nike released a really cool 5 + minute commercial
just in time for the World Cup called, «The Last
Game,» an
animation story about risky football versus safe football.
In fact, since Jurgen Klopp took charge back in October his Reds side have failed to score in
just one of the 11
games he's overseen, with the German's touchline
animation somehow transcending itself onto the hallowed Anfield turf; or St Mary's as was the case this week.
Staff were lovely and the
animation team were great — didn't stop all day playing different
games with the adults then doing the entertainment in the evening — a bit cheesy — think Butlins — but hey we were on hols with the kids and it suited them
just fine and if you take it how its meant to be taken then it's quite funny actually — say hi to Oscar and Pietro.
I'm not sure if its
just me but I have actually never played rpg
games with potion drinking
animation.
The
game is pretty smooth and the
animations are good and Handheld mode looks and feels
just right.
This Disney animated film delivers on both, bringing together all sorts of video
game characters that we know and love, as well as
just being a great film with superb voice work, an interesting story, great characters, gorgeous
animation, clever humor, and a great big heart.
The
game is hand - drawn, which shines in each of the title's boss battles — jötnar slash, bash, and dash across open arenas, and it's tempting to sacrifice some health
just so you can see their
animations.
-- Robot Entertainment Total War: Shogun 2 — The Creative Assembly Toy Soldiers: Cold War — Signal Studios Warhammer 40,000: Dawn of War II - Retribution — Relic Entertainment Family
Game of the Year Dance Central 2 — Harmonix
Just Dance 3 — Ubisoft Paris Kinect Disneyland Adventure — Frontier Developments Little Big Planet 2 — Media Molecule Skylanders Spyro's Adventure — Toys for Bob Mobile
Game of the Year Contre Jour — Chillingo Dead Space — EA Mobile Infinity Blade II — Chair Entertainment Tentacles — Press Play The Dark Meadow — Phosphor Games Studio Handheld
Game of the Year Ghost Trick: Phantom Detective — Capcom Kirby Mass Attack — Hal Laboratory Mario Kart 7 — Nintendo Professor Layton and the Last Specter — Level 5 Super Mario 3D Land — Nintendo Adventure
Game of the Year Batman: Arkham City — Rocksteady Studios L.A. Noire — Team Bondi Portal 2 — Valve The Legend of Zelda: Skyward Sword — Nintendo Uncharted 3: Drake's Deception — Naughty Dog Outstanding Achievement in Online
Game Play Battlefield 3 — DICE Call of Duty: Modern Warfare 3 — Infinity Ward / Sledgehammer Games Gears of War 3 — Epic Games Little Big Planet 2 — Media Molecule Star Wars: The Old Republic — BioWare Austin Outstanding Achievement in Connectivity Battlefield 3 — DICE Call of Duty: Modern Warfare 3 — Infinity Ward / Sledgehammer Games Dragon Age II — BioWare Edmonton Portal 2 — Valve Uncharted 3: Drake's Deception — Naughty Dog Action
Game of the Year Battlefield 3 — DICE Call of Duty: Modern Warfare 3 — Infinity Ward / Sledgehammer Games Dead Space 2 — Visceral Games Gears of War 3 — Epic Games Saints Row: The Third — Volition Outstanding Achievement in
Animation Assassin's Creed: Revelations — Ubisoft Montreal Batman: Arkham City — Rocksteady Studios L.A. Noire — Team Bondi Rayman Origins — UbiArt Montpellier Uncharted 3: Drake's Deception — Naughty Dog Outstanding Achievement in Art Direction Batman: Arkham City — Rocksteady Studios Battlefield 3 — DICE Portal 2 — Valve Rayman Origins — UbiArt Montpellier Uncharted 3: Drake's Deception — Naughty Dog Outstanding Achievement in Visual Engineering Batman: Arkham City — Rocksteady Studios Crysis 2 — Crytek GmbH L.A. Noire — Team Bondi Rage — id Software Uncharted 3: Drake's Deception — Naughty Dog Outstanding Achievement in
Game Play Engineering Batman: Arkham City — Rocksteady Studios Portal 2 — Valve Skylanders Spyro's Adventure — Toys for Bob The Elder Scrolls V: Skyrim — Bethesda
Game Studios The Legend of Zelda: Skyward Sword — Nintendo Outstanding Achievement in
Game Direction Batman: Arkham City — Rocksteady Studios L.A. Noire — Team Bondi Portal 2 — Valve The Elder Scrolls V: Skyrim — Bethesda
Game Studios Uncharted 3: Drake's Deception — Naughty Dog
As to what these elements are, Hayashi said there's not
just one thing that makes a Zelda
game, but that he felt certain things were «required», including the little
animation when you open a treasure chest.
Dust is one of the finest Metroidvania
games from recent years, offering
just as many secrets and upgrades as Shadow Complex and fluid
animation that looks like a Vanillaware
game with a Western style.
For the running portion [in -
game play] we used motion capture, but for the facial
animation and expressions we
just thought how to convey human emotion.
In fact, the only real story in story mode is in the prerendered movies between chapters, and while they're bordering on well made (the modeling and art style are high quality, but apparently the motion - capture budget was used only for the
game itself, as the
animation is done by hand and sometimes isn't that good), they are mostly
just a series of scenes that show the next boss character preparing to try to destroy the heroes.
Just consider how many
animation frames the art department had to make for Mario and Luigi's 16 - directional movement and you can sympathize with how they wanted to make one more
game with their current assets.
But that's
just one piece of the puzzle, as developers must streamline the gameplay mechanics,
animations, combos and everything else that make a good fighting
game stand out.
Bonus features will include a Filmmakers» Audio Commentary (on the extended cut), «The Making of Pocahontas» documentary, an Early Presentation Reel with Introduction and Commentary, Storyboard - to - Film Comparison with Introduction and Commentary, Deleted Scenes, Production and Design Galleries, Abandonded Concepts, «The Making of «If I Never Knew You»» featurette, a featurette on the Central Park premiere,
Animation Tests, Character
Animation Featurettes, a Production Progression Reel, Music Featurette, a Multi-Language Clip Reel, two theatrical trailers, music videos of «Colors of the Wind» (performed by Vanessa Williams) and «If I Never Knew You» (performed by Jon Secada and Shanice), Sing Alongs of «
Just Around the Riverbend» and «Colors of the Wind», the set - top
game «Follow Your Heart», and 2 Disney's Art Projects «Build a Drum» and «Create a Dreamcatcher.»
Metroid if they do jiggly
animation for her boobs when in cutscenes:p lol:p no metroid if it uses dual analof because i played metroid prime corruption on wii and i did nt like it because i suck with wiimote on every shooting
game i ever played and you couldnt use gcn or classic so i
just stopped playing after5 or 6 missions
The
animations seems even worse than the poor
animations in the normal
game and were so hard to watch that I actually found myself
just skipping cut scenes
just to save my eyes the torture.
The graphic quality inside the
game is quite impressive, with
just enough
animation to keep you engaged without adding to load times or unnecessarily increasing complexity.
The graphics are colourful and fun, the text is very easy to read on the screen, and the
animations are
just detailed enough to make the
game enjoyable without seeming over the top (or making you wait for them to load or play through).
What I mean is, not
just are their
games a visual spendor of minute detail to look at, but everything down to subtle
animations and environment interactions and sound design all add to a magnificent sense of realism in their
games.
Just like the rest of the
game the production values are superb both in terms of the level of detail in levels and in the cutscenes which include wonderfully rendered faces,
animations, and environments.
Monkey can chain together light and heavy attacks with his staff, fluid
animations linking together into whirling dance of death, but the possible combinations amount to
just a few which you'll repeat over and over again for the duration of the
game.
There are four higher quality pieces of
animation, spread evenly throughout the
game which are
just incredible, stuff to rival the best CGI work from Hollywood and wouldn't look out of place in any blockbuster.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned
animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core
gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console... developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple...
just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
it should be night and day i mean hell zeldas been doing it since n64... if this
games trying to be realistic visual wise it should add to this
just saying but what ever still some really cool gameplay in this
game despite some awkward
animations mostly the way he get into his stance and shoots some of his.
Granted, the
game's environments and character
animations are all stellar, but there's
just this something that lends the proceedings an «off» feeling.
The level of detail on character models is particularly lacking, as is the texture work, and the
games graphics on the whole
just feel flat and lifeless, which is the exact opposite of what you want from a comic - book
game, although the
animation work for Deadpool himself is really quite well done.
«Today's
games require more than
just realistic graphics — character
animations need to be smooth, lifelike and convincing in order to really bring
gamers into our worlds, and morpheme delivers the level of control required for that aspect of
game development.»
Even
just improved facial
animation for every character would go a long way in making Infinite look less like a mobile
game.
Oftentimes throughout my playthrough, I found myself
just getting lost in the graphical splendor of the
game's rhythmic combat, drooling over the clean lines and smooth
animation as I hacked my way through a horde of enemies.
Such improvements in character
animation have arguably now peaked on the cusp of the next generation of consoles, with the likes of Naughty Dog's The Last of Us, Quantic Dream's Beyond: Two Souls and the artistically - styled The Walking Dead by Telltale Games showing
just how far the sector has come the past eight years, and how important this space is to
game narrative and player immersion.
This tier features a physical, numbered
ANIMATION CEL from the
game,
just like how they used to do it back in days of yore.
Melee attack
animations look really bad, and death
animations are especially bad — when they die, enemies
just turn blue and fade away as they fall to the ground like a character from a 1990s video
game.
I realized really quickly that working at traditional
animation studios didn't give me the creative breathing room I enjoyed as an indie, and self - realized
just how awesome it was to work on so many facets of design as a
game developer.
As with the original
game, anyone who loves Disney, Mickey Mouse, or
just animation history in general will find something to enjoy here, and the fact that the
game is a superb platformer and co-op title is icing on the cake.
I originally had a shot from in -
game, but since it was
just a scaling
animation to mimic a camera zooming out there was no parallax effect; Motion Twin sent me a Photoshop file which allowed me to make the shot in After Effects with 3D layers.
And rather than cutting corners we are staying true to our vision — that Dreams isn't
just about drawing, or sculpting, but also
game creation, storytelling,
animation, music and sound, all rolled into one whole beautiful PlayStation
game.
Maybe it's a special gameplay feature, maybe you want to explain the concept of your
game, maybe the atmosphere, or maybe you
just want to show off some nice
animations.
The graphics mirror those of the DBZ fighting
games, with a stylized 2D - to - 3D cel - shaded look that
just barely misses a perfect translation from the source
animation.
First off, as someone who is double majoring in
game development and 3D
animation, I
just wanted to say that the keynote you gave back in February was very inspiring and makes me proud to be in this industry.
Just take last week's image as an example, as our most recent contest featured a moment from a humorous Zelda fan
animation rather than a
game.
Survival
games are still a hot genre in anime, but King's
Game the
Animation is
just a hot mess.
-- Survival
games are still a hot genre in anime, but King's
Game the
Animation is
just a hot syrupy mess compared to its peers.
Ultimately, the
game is very heavily
animation based so it's best to
just use the weapon that hits fastest.
What a boring world you live in... This is definitely not the
game for you, perhaps you should
just stick to Tetris or Pac - Man, granted the
animation of Pac - Man dying might trigger your sensibilities.
Their
animations during conversations often
just don't match what's being said and for some damn reason the
game is incapable of making any women look like more than a creature from the black lagoon.
This method of patient pattern memorization and weapon optimization isn't particularly anything new since
games like Dark Souls pushed it into the limelight, but the
animations in Last Stitch Goodnight are
just so ugly that it becomes a distraction that goes beyond
just combat.
it helps that they're
just instantly likable characters, as are most of the people in the
game; sure, they're not deep characters, but they're amusing caricatures and pay homage to the original Tintin adventures perfectly, even if the stiff facial
animations don't manage to do the voice acting justice.
A Boy and His Blob is hands down one of the best looking
games I saw at E3, not
just in its incredible
animation style, but the entire product that WayFoward is delivering.