Sentences with phrase «game elements rather»

Their job is important because it allows more time to be spent on unique game elements rather than general video game programming.
Occasionally it can feel like a movie with game elements rather than a game with movie elements, but it's never boring.

Not exact matches

This year, more brands are holding back their ads to preserve the element of surprise rather than posting them online in advance of game day.
So far, there's 26 cents in the jar, largely a result of the Alabama game on Saturday and the fact that snark seems to be a rather crucial element of my sense of humor.
I don't think our problem comes from players missing games (though this is obviously an element) but rather players being injured and playing despite these niggles until they literally drop.
The serious point in all this is that the sort of garbage that McMuppet comes out with gives fuel to the more sensational elements in the media who prefer nothing more than to focus on a «scandal» rather than on a great game of football.
It's a good action - adventure gamers won't forget too quickly (although a lack of multiplayer makes it fade from memory sooner rather than later), despite some of the core elements being not as innovative or unique as they might seem, or as in the case of the memory remixes, not quite as unforgettable as they should be.
I would like to see like a mushroom kingdom village that had maybe a minigame arcade, toad houses, a museum, etc (on a smaller scale, Pac - Man World 2 had these elements, but rather, an arcade that had some of the old Pac - Man games).
Unlike other Paper Mario games, Super Paper Mario is a platformer and doesn't use a turn - based battle system, but rather incorporates RPG elements with platforming.
Unlike the some of the rather dry elements of Wii Party, despite that game's charming Miis and quite detailed game worlds, Pac - Man Party is brimming with color and personality, giving it a very familiar Mario Party vibe.
The game's actual value must not be solely based upon its gameplay length, but rather on the random elements and new secrets discovered through multiple playthroughs.
It adds an RPG element to an otherwise formulaic genre and it would serve racing games as a whole to emulate this sooner rather than later.
The platforming elements do get tiresome in some areas though as they become rather samey throughout the game.
The game has a sense of both classic and modern gameplay elements, and despite a rather bland battle system there is a lot to enjoy and explore across a vast sky of stars.
Yo - Kai Watch is no Pokémon clone but rather its own unique game that gives the player a sturdy combat system with some great Japanese RPG elements thrown into the mix.
There are some irritating aspects to RE7's gameplay that had me rolling my eyes at points, and the game could have benefited from a deeper look at whether certain elements were actually «scary» rather than just «annoying.»
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
One of the most popular RTS games for PC / Mac and iOS is Anomaly Warzone Earth which blends more action elements into the tower defense genre, making it more on the offensive side rather than defensive.
See how only one element from the story has been used to create the game, rather than recreating the whole adventure?
Keep in mind that gamification isn't simply the addition of a game, but rather the addition of game elements to an engaging learning activity within the context of the training.
In order to make gamification effective, the game elements must be thoughtfully and carefully designed, rather than randomly added in for increased learner engagement.
«We're looking at what interesting elements make a game more difficult, rather than just docking the player's health and making the NPCs shoot faster and harder.»
While Spector makes a point, reviewers will never score a game based on the intentions of the developer — however good they may be — but rather the execution of the elements involved.
We can strive to be fair in our assessments by attempting to analyse mechanics and story elements from multiple viewpoints, and by assessing games for what they are rather than what our expectations demanded them to be.
When you combine these elements you get something rather special, a game that I was quite honestly enthralled by.
The game is a sequel in a very traditional way, choosing to build upon and refine on elements of the original, rather than re-inventing the wheel.
It's unnecessary, annoying, and only serves to underscore the game's weakest elements, rather than celebrating its best.
with Breath of the Wild, one thing I'm really keen to emphasise is that a big part of the appeal of the game is surprise, unexpected encounters, so I want fans to experience surprise and to experience an element of the unexpected — I feel if I spoke too much about that kind of thing, it might spoil things for people, so I'd rather not touch on that too deeply.
As with both Mario Is Missing and Mario's Time Machine, there was really no thought put into making a decent game but rather just A GAME, and they succeed at that, insomuch as there are certainly elements of games in these two exampgame but rather just A GAME, and they succeed at that, insomuch as there are certainly elements of games in these two exampGAME, and they succeed at that, insomuch as there are certainly elements of games in these two examples.
Starbreeze did an admirable job with Syndicate's cyberpunk premise, creating an engrossing liner shooter with some clever sandbox elements, but rather sadly it just failed to inspire gamers at large.
Exploring and adventuring the world, is something that other similar games have been lacking in, only providing a rather small world with little to no exploration elements.
Rather than being a straight puzzle game, Drizzle mixes it up a bit by offering upgrades to your helper robot, introducing an element of strategy into the proceedings.
Not entirely for those reasons you've pointed out (like some people commenting, I too find the party to be customization element of the game rather than the characters — and there are always tabs for them to improve individually; also enjoyed some of the NG + endings).
Generally, this game doesn't review well but a lot of that is based around lack of the graphical veneer in the eyes of the Western press rather than the functional elements.
These gameplay elements result in the difficulty curve being only as hard as the player would find the puzzles, exploration and combat, therefore it is most likely that players would generally find both games relatively easy to progress through which is rather appropriate given the appeal of LEGO to a wide audience and age range from young children to adults.
It's an element to the games core mechanics that Arkane Studios captured rather perfectly.
Rather it borrows elements and effortlessly combines them in a game which has not once bored me for any length of time.
But with Breath of the Wild, one thing I'm really keen to emphasise is that a big part of the appeal of the game is surprise, unexpected encounters, so I want fans to experience surprise and to experience an element of the unexpected - I feel if I spoke too much about that kind of thing, it might spoil things for people, so I'd rather not touch on that too deeply.
A big decider in this game will be how well they use the sandbox element rather than simply the games plot, if there is a plot at all.
As the game progresses the puzzles slowly grow in complexity and new elements are added, including several new powers for Death, two of which are rather interest.Firstly he gains the ability to turn his body into a giant Grim Reaper statue and split his soul his soul into two pieces, both of which you can swap between and control, and the second is the ability to create portals on specific sections of wall that you can use to traverse the environment, a bit like a certain other game...... called Portal.
«It's going to be up to the player to experience how the facts unfold and how to change different things... Changing a single event might be easy to understand, but the puzzle elements and the nature of the game will lead you to deal with things as a combination of events... We didn't want to have very clear, simple left - right choices, but rather a combination of choices that create a result.
As a result, it turns into a versus action game rather than a fighting game, which carries different game elements.
I rather enjoyed the racing, though, and appreciated id's choice to extend this element of the game to the title's online multiplayer mode.
That's not to say that there isn't a noticeable grind, though, which I personally feel dilutes the elements of the Elder Scrolls series that have been brought successfully over to this new model; I understand that it's a necessary evil as certain mechanics and the like much be changed in order to accommodate the addition of the MMORPG components of the game but these new features often felt like an intrusion upon the established formula rather than complementing it.
It is also important to understand that all elements of a game work in tandem to provide a gaming experience, and as such reviews and their representative scores should approximate the interplay of elements rather than focus on one element.
«Narrative Driven Games» doesn't really fit and «Atmospheric Games» doesn't sound like a genre but rather like an element of any game.
Rather than just giving you guys a list of games to care about this year we thought we would try a different approach, looking for the themes and links between games and focusing in on those elements.
The designs of the PA and the EPA remind me a bit of the Tau's Stealth Suits and Crisis Battlesuits from Warhammer 40,000, which could make it a rare example of a game adding more mecha - like elements by being inspired by a Western design, rather than a Japanese one.
One of the scrapped concepts for FFXV DLC was a PSVR FPS title and, although the development team eventually settled upon the fishing angle (pun totally intended) and elected to release the game as a stand - alone experience rather than additional base game content, certain elements from the FPS prototype still managed to find their way into the core gameplay loop here in Monster of the Deep.
While actual details on the game are currently light, and no one seems to be able to tell us whether we will control some of these mechanical monstrosities or if they're just the 40k MMO equivalent to World of Warcraft's raid bosses, it does seem as if the developer is trying to incorporate some of the more epic - scaled elements of the 40k universe rather than just making the WoW clone that everyone else is trying to make.
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