The reason that's important is that there's no audible narrative in RiME, which means you really need to pay attention to the story as it's told through in
game visual hints and imagery.
Not exact matches
The presentation shines, from the clean
visuals to the seamless in -
game hints and banter.
Bonus: • Audio Commentary with Director Sam Raimi, Producer Laura Ziskin, Actor Kirsten Dunst, and co-producer Grant Curtis • Audio Commentary with Special Effects Designer John Dykstra,
Visual Effects Supervisor Scott Stokdyk and Director of Animation Anthony LaMolinara • Branching Web - I - Sodes • «Weaving the Web» Subtitle Factoids • Chad Kroeger Featuring Josey Scott «Hero» Music Video • Sum 41 «What We're All About» Music Video • Filmographies • Theatrical Trailers • TV Spots • HBO Making of Documentary • «Spider - Mania»: An E! Entertainment Special • Director Profile • Composer Profile • Screen Tests • Costume and Makeup Tests • Gag / Outtake Reel • «Spider - Man: The Mythology of the 21st Century» Documentary • Activision
Game Hints and Tips «The Loves of Peter Parker» • «Rogues Gallery» • Conceptual Art and Production Design Gallery • The Spider - Man Comic Archives • DVD - ROM Features
Conde Nast's editorial director said, «I don't think we would be anywhere near as excited about anything in black and white as we would about high - definition color»,
hinting that even a mondo - Kindle wouldn't be a
game - changer for their richly
visual magazine stable.
All in all I think the audience that this
game is geared towards (
hint: kids) will enjoy the
visuals offered.
The
visual style seamlessly integrates the spirits of both the original
games and the later N64 ones with
hints of stylistic touches more common to a Disney film.
The whimsical
visuals are beautiful too,
hinting at the delights to come from
games like Harvest Moon and Animal Crossing.
I know those clips do the
visuals in Driveclub absolutely no justice but they do give you a
hint at how amazing a beautiful this
game is.
For Skyward Sword, a new
visual style combining the characteristics of both realism and cel - shading is accompanied by several changes that were made to the dungeons, as
hinted by the developers long before the
game's release.
Fireburst gets a little credit for some attractive
visuals and a
game design that ever so slightly
hints at greatness, but that's about all it has going for it.
Manfull is interested in the discrepancy between the
visual language of
game design and the actual
games being played,
hinting at the arbitrary use of certain symbols and themes.