Sentences with phrase «gameplay ideas from»

The announcement has surprised some fans who have cited that they weren't expecting a new Banjo - Kazooie title until after Nintendo had released Super Mario Galaxy, as developer Rare would need to «steal» new gameplay ideas from Nintendo in order to create a successful platformer adventure.
You've got a lot of carry over with gameplay ideas from previous games like hunting for animals and outpost liberation, with gunplay and combat being largely familiar.

Not exact matches

Deny it all you want but since Fabregas left Arsenal our frre flowing football has really declined.It feels like am the only one who thinks we lack real penetration and ideas in the final third of opponents.Also in 14/15 sesson I lost count of our misplaced passes and poor gameplay overall.We've been very very poor in our passing game for some seasons now.For a game like this to work you need players whonhold the ball very well and are possession efficient.Look at the Arsenal starting lineup and compare it to that of years back and you'll know what I mean.We have very few possession efficient players which is causing this problem.We don't have many players who can actually hold the ball and play the ball.That's what differentiates us from the top passing teams.
The poor battle system and the cliffhanger ending steal some of the wonderful charm from Μoss, but overall this is a unique VR game that offers some truly breathtaking vistas and great gameplay ideas.
A refresh into the genre and, great ideas, fun gameplay it's all a player want from a simple game.
Attack on Titan's gameplay feels like a mix of ideas from Dynasty Warriors, Monster Hunter, and the Spider - Man games from the early 2000s.
We've only just scratched the surface of ESOTU (Elder Scrolls Online Tamriel Unlimited) on the PS4 since it's midnight launch, but to help give you an idea of the UI and gameplay, here's a quick 15 minute look from Bill's newly minted character.
While we were already interested in what we've seen from Horizon, this year we got to go hands - on with the game and get a clearer idea of whether it can actually deliver on the gameplay its reveal promised.
As I said, they justly said in that video that this is greatly inspired from Mario 3D Land and that they added new ideas, which surely mean they added new elements of gameplay / ennemies, environments, etc based on the 3DLand formula to do improvements on it, and they also said that they primarly wanted to do a multiplayer game and thought that 3D Land formula was the most adapted for that
The audio and visuals get boring fast, but at its core Disc Jam has addictive, solid gameplay, and with competitive cross-platform play, it's definitely worth a crack if you like the idea and want a break from Rocket League.
The example of the Super Mario games show how different styles of gameplay can enhance and introduce new ideas that haven't been previously explored as the evolution from Super Mario 64 to 3D Land shows how self - evident this home truth really is.
- 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
If the implementation of fan ideas and gameplay from community forums, into Bioware sequels is anything to go by, then it's a great thing she's leaving.
The game combines classic gameplay elements and ideas from the 2D titles, while incorporating the 3D elements of Prime.
DeathSpank: Thongs of Virtue is much of the same gameplay from its first adventure, of course with a few added ideas to help keep the game fresh.
Borrowing ideas from the latest Mortal Kombat game, the story mode in Injustice incorporates fully cinematic cut scenes with the one on one gameplay you come to expect with most fighting games.
GR: Have you looked at any of the older Castlevania games (like Symphony of the Night), for that kind of gameplay structure, or is it all new ideas from you and your team?
That said, STAR CITIZEN is far from launching, arguably far from beta (by «beta» I mean the original idea of being «feature - complete», having all the elements of gameplay in the game, even if they don't have all the regions / planets / stars / etc.), so keep on holding their feet to the fire.
FEATURES: ▸ Turn - based passionate battles with innovative interactions and extremely deep strategic gameplay ▸ Activate many unique and varied heroes to master all kinds of powerful skills and abilities ▸ Hexagon tactical gaming board allows creation of endless possibilities ▸ Customize your team with tons of skill combinations ▸ Explore different game modes and find the best way to layout teamwork ▸ Encounter different challenges of opponents from all over the world in real - time ▸ Fast - pace game on mobile device allows you to conquer whenever and wherever ▸ Share your ideas and experiences with other players for more EXPECTABLE CONSTANT UPDATES — New heroes — Exciting events — Regular updates and adjustments based on your feedback and suggestions Have any questions, issues or advice for TBT from Nebulium Games?
Central to the gameplay is the idea that Bryce, being an immortal demon, is able to survive absolutely anything, which includes being brutally dismembered in a variety of ways, such as being electrocuted, sliced up, falling from heights, being blown up and even just holding down the appropriate buttons — yup, you read that right: you can remove your own limbs and rip off your head at will.
It takes a very simple set of mechanics and adds in a series of levels that all introduce new, tricky ideas into the gameplay, creating a challenging game that seems easy to play from the outside but incredibly difficult to master.
We've got quite different ideas on how to extend the gameplay for Part 3, but there probably won't be any new mini-games as such — we've got something a little bit more ambitious up our sleeve, that's more like something from an adventure game.
From that gameplay concept sprung all of the ideas for Shovel Knight.
No screenshots or gameplay have been released yet for Ride, but Milestone has unveiled a few tantalising details to give us an idea of what to expect from the new IP.
The game took many of the ideas established in the previous Ezio entries and added a few of it's own including the hook blade for quicker city navigation and the new Assassin Den gameplay mechanic which was more or less a re-imagining of the Borgia Towers from Brotherhood.
My idea was we'll take five or six shots, pick two that land and polish those up, then the gameplay will at least be a little bit different from Halo 2.
The gameplay trailer gives you an idea of what the game is from a -LSB-...]
Both work for me, but I can't help but think that with just a little more variety in its ideas and a touch less of the basic hack»n' slash gameplay, Conan could've been elevated from a bargain bin impulse purchase to a serious contender.
The video embedded above includes more details on the title along with gameplay footage to give you all a better idea of what to expect from the finished product.
It's also very interesting from a gameplay perspective idea because there are a lot of possibilities with two GamePads.
We hope fans of Metro: Last Light have enjoyed the additional content, it has allowed us to experiment with some new gameplay ideas such as the «Ranger» mission from the Faction Pack and the Tower Pack, and we have paid close attention to all the feedback.
Grand Kingdom is an all - new tactical RPG from Spike Chunsoft offering a hotch - potch of ideas and gameplay mechanics drawing from the genre's best to form a not - so - entirely - perfect amalgamation — but one which is still fun to play and oozing with style only a Japanese developer could pull off.
Not only did these Japanese games introduce new gameplay concepts, they also reflected the culture surrounding their creation, introducing players from all over the world to new ideas like mecha, aka, and giant robots.
I personally despise the idea of changing the classic gameplay which I grew up with and loved from the beginning, but I guess Nintendo has to aim for a high gross, right?
Never did I think I would say that some of the most fresh, novel, and downright wild gameplay - centric ideas of the year would come from a two hour, narrative - focused game.
Turn - based RPG gameplay that takes the best elements from our past games while adding a few new ideas.
Future sci - fi setting 2D pixel art visuals (but with various improvements over our previous games including bigger and more animated ally sprites) Created with Unity so that we can cover more platforms No separate combat screen — combat will occur directly on the same maps that you explore on Turn - based RPG gameplay that takes the best elements from our past games while adding a few new ideas.
Keep in mind: we are creating a game and it happens that we are level designers and yes gameplay must be our main concern but it doesn't prevent us from artistic, theatrical or hollywood - ish ideas.
Hiromasa Shikata, the game's director, even confessed that he wanted stray from the competitive idea that Four Swords had, and rather aim more for cooperation in the gameplay of Tri Force Heroes.
At one end of the video game narrative spectrum, there are the games that have an idea of how they should play and elements are deducted from the story in order to facilitate the gameplay elements.
As many of you know from our past posts, we have been revamping the entire game (art and code) to bring the visual quality up to where we expect today's games to be, and to add in some cool gameplay ideas and features.
I'm really interested to see what sort of new gameplay ideas or homages to old games come from it.
With so many characters to choose from, Mori is tossing around the idea of implementing «tag team» gameplay for the next BlazBlue.
It seems that aside from some revolutionary gameplay ideas, the only thing that can make a game like this interesting after so many others is the premise.
LEGO Dimensions «Sonic level pack is now available and to give you an idea of what to expect from it, TT Games and Warner Bros. have released an action - packed gameplay trailer.
The core idea for a co-operative tether based multiplayer game initially came from a Global Game Jam many years earlier, and so an initial gameplay prototype was up and running quickly.
Founded in 2012 by four quirky friends from diverse backgrounds — Adnan, Vivian, Alex, and Armand — who met while in school at the NYU Game Center, the studio prides itself on melding each member's skill sets, ideas and talent to result in games that are accessible in nature but deep in gameplay.
Devs and gamers from all over China gathered to share their ideas of innovative gameplay and aesthetics.
It's the same basic gallery shooter with ideas from TI Invaders, but the gameplay elements are original: bullet rain, precise motion, small hit box, crazy particles, many different power - ups, constant rain of power - ups, icon showers, multi-layer shields, etc..
Back in those days, developers said you would be able to interact with every object in a 3d enviroment, search every drawer or closet, pick up anything and use anyway you want... this mechanic is what make the original idea for Sadness compeling, not its name, story, characters... without this gameplay mechanic, this game will not be what people were expecting from the original game, no matter what its called.
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