Sentences with phrase «game visual hints»

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.
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