Sentences with phrase «game animations just»

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.
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