Sentences with phrase «game out of the concept»

BattleGround serves as PlayerUnknown's means of making his own game out of the concept.

Not exact matches

In that document I had laid out the concept of playing games using an ordinary TV set and proposed a lot of game ideas, thus making that document the closest thing to the Magna Carta of the home video - game industry.
Barry Bonds, hitting coach, was a concept everyone had thought of at least once after he was forced out of the game, but no one thought it would really happen.
Great write up, and a shout out to: «Manu Ginobili, a man who is as resistant to the concept of time as he is ever - cognizant of a game's moments and how to perpetually rise for them.»
But you can get a lot of kids out practicing for 2 - 3 weeks and they can have a general concept to play the game and get by.»
This game is a great example of taking a simple concept and making great things out of it, and I can not wait to see Mana Spark hit the front page on Steam in the near future.
War, the Game is a title that all strategy lovers should try out at least once in order to see how smaller teams can innovate by taking the classic concepts of the genre and turning them into something new.
Breakdown shows some great concepts, and has the potential to become a great game, but just fails to get its feet out of the mud.
If that concept didn't already sound entirely out of left - field for a Pokémon game, I can definitely, 100 % assure you it is.
After Super Mario 3D World came out, Miyamoto encouraged production of a full game around the concept.
Check out the latest Aliens: Colonial Marines trailer which shows how the ruins of Hadley's Hope made it from concept to game:
Well, solo developer Scott Ethington has decided to take that concept a step further by making an entire game out of it.
Wick is a game that takes the concept of the campfire ghost story and makes a game out of it.
That original The Enchanted Cave was well - liked both by people who knew the Flash version and people completely new to the game, and its success afforded Dustin the chance to work on a sequel which would flesh out the concept and make improvements based on feedback of the first game.
For Barris, «The Newlywed Game» was an excuse to uncover how people would «sell out» for the chance to win a refrigerator, and «The Gong Show» played to the concept that people would make asses of themselves just to appear on television (how true that is nowadays).
While the term itself wouldn't be coined until the release of Metroid Prime in 2002, the original Metroid is often given credit for introducing the concept of sequence breaking: the act of performing actions or obtaining items out of their intended linear order, therefore breaking the standard sequence of events in a game.
Meanwhile, the game's magic system does away with the concepts of mana pools or the old - school spell tiers, instead existing as a finite resource whose relationship to the party's combat stats introduces a risk - reward question to every battle: Do you cast magic and risk weakening your team, or tough it out?
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many great ideas that they couldn't bear to leave one out of the game.
Out of the proven concepts, one of them is game - based learning.
To try out Mitsubishi's Vision Gran Turismo concept, you can purchase it from the «Cars» section of the game, or alternatively obtain it by completing a lap in a new Seasonal Event.
«Charismatic, connected and athletic, our goal was to create a design that is emotional and sporty yet with a sense of timelessness and simplicity,» said Guy Melville - Brown, Exterior Design Leader of the Civic concept, Honda R&D Americas, Inc. «In this we set out to create a vehicle that goes beyond the superficial and embraces the very philosophy of what a true Civic should be; it's a real game changer.»
Our Facebook Achievements are based upon the concept of «gamification» which is the concept of motivating «action» in a user - base by providing awards and public recognition for accomplishing certain tasks — in essence, making a «game» out of something that is typically seen as more «mundane.»
Some of the independent publishers were in the game, but Marvel was only testing the concept out with some older issues, and DC was nowhere to be seen.
In this further description, the TED staff points out some important concepts, particularly one: «The mass adoption of new e-book technologies like Kindle and iPad has changed the rules of the game.
I think the first step is to accept the concept that one can improve the probability of a superior outcome without a superior outcome actually happening, in the same way that you can improve the probability of a payoff in Blackjack by understanding the probabilities of the game, without actually coming out ahead.
... So move financing from something that occurs between a publisher and a developer... Instead have it be something where funding is coming out of community for games and game concepts they really like.»
He continues, «So at the moment it's not really about business models and transaction models and everything else, it's about «let's enable that creativity and that connection, that community», because I think that's what will make our platform stand out, that's what gamers would love — with the hundreds of new games they can play with creative concepts — and that's what creators want — they want a stage to perform their best work on.
- dev starts with rough 3D models of a stage from the level directo - includes wireframe sketch of the sand - surfing section of the Jakku level - the team will open up the level into the game's engine and play it - that early concept is transformed with their 2D artists - artists can turn out images that capture the essence of what a level might look or feel like in a couple of days - might take six weeks to do a final pass on a level - feedback from designers and other members of the development team comes in every few days - once sketches are approved, the level is passed along to the environment artists - their job includes building the props and assets that fill levels - after the level is «built» Pick takes a look to ensure that it looks good and is consistent to the game as a whole - levels get played hundreds of time by the game's completion
The concept of «games as a service» has finally begun to take full fruition with titles like Destiny 2 and Overwatch, the developers of which are offering continually updated, free content to flesh out the breadth and depth of what's available when players log in each time.
The core concept of the Atelier games has not changed too much; your party contains at least one alchemist who operates out of an atelier, using alchemy to create items beneficial to the party and to NPCs.
Sure, it could be wonky... especially the camera... and the final concept didn't turn out as fully in depth as early statements on the game might have made it out to be... but the overall experience was one of just pure fun, joy, and excitement for me (also, being a life long Disney fan didn't hurt any, either).
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
The basic concept of Survive is this: how could Konami take The Phantom Pain and make a Resident Evil game out of it?
Only Nintendo could take the bonus levels from one of their headline titles and carve out a whole game from the concept.
While it was not important as impactful as its predecessor, it did bring a lot of new ideas and concepts to the table that makes stand out, even among newer games today.
Now, this isn't out of the ordinary, concept art for Agent has a habit of turning up out of nowhere with people suggesting that it's absolutely from the game, and nobody has ever really been able to prove them otherwise — typing «that's so fake» on Twitter means nothing, folks — Rockstar have also never confirmed that the concept art is indeed from the long - gone Cold War thriller.
I won't spoil any more of them as half of the joy of this game is finding out what the next chapter has to offer is half the fun, but Fallen Tree Games have done a good job of changing things and keeping it varied enough to stop the concept going stale.
«I came up with the original concept for Underworld [and] it really came out of a passion to try to create a much more immersive, you - are - there kind of dungeon exploration game that's much more alive and real [than other games of that era],» he said.
Preview impressions of the game have been out as well as details about the additional content packed in its various editions, Tomb Raider games have always pushed the visual presentation to the limits and have always been very demanding games on the PC, take a look at some of the screenshots and concept art of the game below
«If you're working on an animated movie and you're making a game with it, you get tonnes and tonnes of concept art and things that are coming out.
Visual Concepts had three of the most well known DJs (including the always screaming DJ Khaled) pick out 10 tracks each for the soundtrack, while also including 10 songs from past games and music from «around the world.»
As described on Destructoid, Saito, Iwata and Shigeru Miyamoto would regularly meet up for tea and bounce off ideas for games, and one particular concept by Mr. Saito caught the Nintendo pair's eye: sculpting chunk — as in, the process of creating watches, camera frames, Macbooks and more out of metal.
But if nothing else, stick around long enough to see the 8 - bit prototype the team created, as well as footage of an early game concept that included an alien invasion of Hyrule straight out of Independence Day.
The game featured a unique concept: It melded the conventions of a Bullet Hell shooter to a fighting game framework that was, while not perfect, an addicting concoction unlike anything else out there.
I've been toying with a simple concept for the Trendy Game from Link's Awakening, but I don't have a ukulele, so I'm sort of out of luck.
I want to be positive about this as the concept is sound but I think that the average gamer will be priced out of picking this new tech up.
When you say that a game is 80 % complete and that a company has bought the rights to the game, and the one picture you provide can only be found by you and at the bottom of it is the chicanery of having a Kinect logo, then you post a story with pics that, again, only you have and looks like concept art from a game that's already out, you're clearly making up the news yourself.
I'm also helping out @Matteusbeus on Tomb Of Dracula for the Sega Genesis with some art and working on other game ideas, concepts and prototypes.
It also introduces players to the concept of fair adventure game and how that plays out i.e. not having to look up everything in a walkthrough, building up patience and trust in the dev (+ the site) etc..
To me, THAT is what the real controversy should be, as it includes business models from big games out there, often not even using loot boxes, that ruin the concept of an even playfield in competition.
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