The game's director, Jack Mamais, has been in leading roles for game franchises like Crysis, Far Cry, MechWarrior 2, and Heavy Gear 2, while David Wessman, the Senior Producer (& Evangelist), worked as
gameplay and story lead on the X-Wing vs. TIE Fighter series, as well as working on games like Blood Wake, The Chronicles of Riddick: Escape From Butcher Bay, and even Saints Row.
Not exact matches
While Red Dead Redemption gets repetitive at times, it still offers fun
gameplay mixed with a solid
story and interesting environment which, overall,
leads to a very solid game.
The
story may not wow you with its political trappings, but Raiden's transformation
and the
gameplay that springs from it are the most alluring reasons to give him another shot as the
leading man.
2017 is off to a great start for gaming
and Yakuza 0
leads the way with its enjoyable
gameplay (albeit a little dated)
and some very interesting characters
and a
story to die for.
Originally released in 1997, the classic role - playing game focused on a band of misfits
led by a stereotypical young hero named Cloud
and made its mark by providing compelling
gameplay and heart - wrenching plot twists during an era when videogame
stories were largely ignored.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which
lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German,
and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close
leading up to launch - this let them put in practically all ideas,
and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside
and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo
gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine»,
and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby
story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
The
gameplay trailer shows off how the player can adequately control three characters
and three separate
story lines at once without it becoming confusing, as well as glimpses at the lifestyles of
lead characters Michael, Trevor
and Franklin.
This exhilirating fusion of two beloved genres combines the strategy
and story -
led gameplay of an RPG with the fast paced button tapping action of a rhythm game — all presented with a superb soundtrack featuring an eclectic mix of artists.
Destiny is a game that holds a great amount of hype around it
and while the initial reveal of it at E3 ’13
led us to believe that we are in for a game that is going to exemplary, some leaked Alpha
Gameplay videos which leaked from an Ubisoft employee (Ryan Butler, Graphics Designer) have made their way onto the internet due to his excitement of streaming the game on his PS4, sadly the game has yet to show any unique feature that we haven't already seen in a Borderlands game, but at least Borderlands is a game that offers comedic
story progression through hilarious storytelling, but Destiny is too straightforward
and doesn't really offer anything that we haven't seen already.
In «innocent» Ellie's
story, however, we engage in
gameplay that captures the childlike innocence see what she used to be like,
and the
story shows how she began on the road that will eventually
lead her to becoming the survivor.
The company's short history, its members,
and vision for designing games tell a unique
story of how game jams can
lead to bigger things
and how Ludomotion's research aims to advance
gameplay as we know it.
The NES version kept the same basic
gameplay from the arcade version but brought in more of a
story and added a few characters such as
leading protagonist Nathan «Rad» Spencer.
A well - written if derivative
story and slightly duff
gameplay lead to an underwhelming near - miss that was just so close to being superb.
The combination of beautiful
story - telling
and great characters, with excellent
gameplay mechanics, has resonated well with fans
and led to this exceptional sales milestone,» said Shawn Layden, Chairman of SIE Worldwide Studios.
Developed by animation - film veterans; Steel Wool Games — Flyhunter Origins delivers the sort of film quality cutscenes, character design
and story led gameplay that you would expect from a team with Steel Wool's credentials.
Developed by animation - film veterans; Steel Wool Games — Flyhunter Origins delivers the sort of film quality cutscenes, character design
and story led gameplay that you would expect to see from a team with Steel Wool's credentials.
«With a charming
lead, powerful
story, completely refreshed
gameplay mechanics
and a extensive map to explore, Assassin's Creed Origins may well be Ubisoft's most outstanding Creed release to date.
Featuring an entirely new setting
and story, Mass Effect: Andromeda is an ideal entry - point for franchise newcomers, presenting fresh
story -
led, action - RPG
gameplay set hundreds of years after the events of the original Mass Effect Trilogy.
There's only one point in the
story where you can briefly alter the narrative flow by choosing between two factions,
and opting for a different character class
leads to different special moves but not much else in terms of
gameplay changes.
Mass Effect 2's
story leads up gradually to an absolutely breathtaking climax through music,
gameplay and plot, which would be a crime for someone not to experience.
During the first half of the stream, dungeon
and story designers
lead a
gameplay demonstration through the Argonian ruin of Mazzatun, one of the two DLC dungeons that will be made available with Update 11's arrival.
The
gameplay is explained simply: «Children control their Zack or Mary Martha character to avoid adversaries
and solve puzzles that
lead them to an animation of each part of the
story.
We saw some brand - new
gameplay footage of this upcoming Wii U StarFox title today, as well as extra details from
lead designer Shigeru Miyamoto, who provided an overview of the game's branching levels
and story campaign.
Described as a side scrolling shooter with «monster - hunting
gameplay», Earth Atlantis tells the
story of a great climate shift that
leads to 96 % of the earth being flooded with water,
leading to the fall of humanity
and (naturally) the rise of giant creature - machine hybrid monsters.
Lead Designer, Mathieu Berube,
and Systems Designer, Allen Goode, discuss all things rapture, including integration of the multiplayer
story into the lore of BioShock, the challenges of balancing
gameplay,
and tips & tricks to becoming a master of the genetically enhanced.
Lead Designer, Mathieu Berube,
and Systems Designer, Allen Goode, discuss all things rapture, including integration of the multiplayer
story into the lore of BioShock, the challenges of balancing
gameplay,
and tips & tricks to becoming a master of...