Sentences with phrase «generally make games for»

But everything else made by companies that generally make games for every console will inevitably be released on, surprise, all consoles.

Not exact matches

«Generally, when you are the basis for a platform, you don't want to scare away investment in your platform developers by competing with them... There is a vibrant ecosystem of game developers, headed by Zynga, who do a good job making successful social games already, and Facebook gets a cut of what those developers make, so there is currently no need for Facebook to step in and make games itself, either strategically or monetarily,» Hoskins recently explained via Quora.
But without the pressure from investors to make quarterly numbers, Valve co-founder and boss Gabe Newell has always had the advantage of working at his own pace and in his own way (frustratingly so for some fans of the company's generally critically acclaimed games).
If we start getting cute and trying to make centre backs out of midfielders or, generally putting out a half hearted team in odd formations where gonna get hammered, not just per game but for another season.
Whilst I generally find Wenger's comments about players being on the beach somewhat embarrassing and recognise the fact that the position that Arsenal is in right at the moment is of our own making, I take exception to the criticism Wenger has gotten for this comment because I strongly believe that if the likes of Mourinho or Fugurson had said it, they would have been praised for using mind games.
I do generally agree (and iWobi and Campbell are the options, just not great choices) but then there are several players who have made this step (bale is a classic example) and I'm not recommending we change bellerin for more than a game or two.
Clichy has bombed forward haphazardly in the last two games, Vermaelen and Gallas» forward forays cost us against United and Everton while Song got caught forward for Chelsea's second and generally made Abou Diaby, one of our most effective attacking weapons, do far more defensive work.
He's going to use NY as a political football, doing cosmetic changes to show he's a tough fiscal manager while being careful not to offend the unions too much, make - nice with the environmentalists, and generally use the Pataki game plan for setting the national stage.
Which generally makes for great interludes from the game's constant action and dungeon crawling.
Taking the construct of Oregon Trail and mixing it in with some modern roguelite design generally makes for some interesting games.
Even though QTE are generally disliked for most games, the implementation in Naruto Ultimate Ninja Storm was unlike any other games and it only added to the immersion offered by the large scale battles, making you feel like you were actually taking part in them.
The game was a massive hit, and while publishers generally don't like to canonize developers, they'll make an exception for just about any rule if the money looks right.
And I'm sure there's more minute differences that I can't think of right now that I enjoy in P3rd (like taking a bath in a hot spring to get stat boosts instead of eating food like other MH games, or having to unlock said status boosts by doing specific quests rather than having them handed to you freely simply for progressing through the game... or that felyne inside quests that you can give items to send back to your item box in your home to free up inventory space, making it possible to gather resources while still packing a full inventory for battle... or the fact you get a 4th page on your inventory specific for carves and gathering while in the quest... stuff that generally make the game more fun and convenient).
It also just feels better in my hand, which makes me think that the 7 inch form factor might be better for reading eBooks, surfing the web, or doing just about anything short of playing games or watching movies where a bigger screen is generally better.
It's an all - in - one device designed specifically for gamers — one that has promised to be not only a powerful Windows 8 hybrid, but a portable gaming console, a home gaming console and generally the most robust gaming tablet ever made as well.
The authors try to optimize the choice of a single credit card for all purchases, but the audience here generally includes people who want to make better consumer choices than one - card - for - everything without obsessively trying to game the system.
If it becomes generally accepted that basically anyone and everyone can make a metroid game without consumers knowing the difference, to the point where it became a generic term, then there would be no need for Nintendo to hold the trademark, they would lose it, and then literally anyone would be able to sell a game and call it «metroid» in the same way that pretty much anyone can sell a pain relief pill and call it «aspirin».
Sure, you are technically paying for an indefinite rental rather a product when you buy from Steam, but the games are often ridiculously cheap, the servers are generally very reliable and fast, games are easily organizable, and it actually makes playing games between multiple computers very convenient (as long as it's with the same account).
The only time you get to see this in action is when the game commands it so, generally making it feel like a wasted opportunity for the player to have some real control over these timeline changes.
While this may throw some people off to completely hating the game, for me - this is what makes it great, it makes you calculate your moves and generally is fun to mess around with.
So here we are at the end of this review, but before I finish I want to share something with you first: as I began to write the final lines to this review and generally just ensure that I was happy that it was a fair review of the game, Amy's developers posted on the games official Facebook page non-hardcore players to switch the game to Easy mode to make the experience more enjoyable for themselves because, in their words, Amy is a hard game.
The change of scenery has both good and bad results - while the open world looks impressive, opens up room for extras and is fun to navigate, it does mean that there are more areas that you will only ever skim past, perhaps not as easily appreciated as the few beautifully crafted buildings that made up the entirety of Arkham Asylum — making the game feel a little more Assassin's Creed than Metroid, but the game does generally maintain all of the great qualities of the original and it feels like a natural transition to a larger scale setting.
2017 is generally a phenomenal year for video games, with Nintendo launching a revolutionary new console, Microsoft also releasing one, and indie developers making strides.
Going through our Media Monitor, we couldn't make out a clear pattern that generally seems to work best, but we still learned a valuable lesson: a release date announcement for smaller games generally splits your media impact between two news beats (release date and launch shortly after) and can therefore drastically weaken your media impact on launch day — a moment where you usually want most players to hear about your game because they can get their hands on it straight away.
So generally, we kind of defer to what the publisher wants for the game, especially if we're making it for a specific hardware then, you know, that's the hardware we're making it for and it wasn't necessarily meant to be ported, but it's really up to the publisher.
Generally a game that wastes your time while you're trying to overcome a hard obstacle will probably not make for an enjoyable experience.
Multiple characters with different powers and attacks, as well as secret areas and items to buy, make for good replay value, and the whole game is just a generally fun experience.
Their success with dedicated servers for PC (generally the guinea pig for possibly costly decisions) opened the door to the same upgrades being made to the console versions of the game.
The openness of the game's story mode has been opened up hugely from two features not present in DW7 - firstly, Free Mode makes a very needed return, allowing you to re-play any available chapter with any character of your choosing — great for generally having a blast or working on building up a certain character.
Good gameplay improvements and a much needed change in commentary have made the in - game experience feel fresh, but the offline game modes have largely been ignored with the same boring options except for the minor inclusion of game planning that is generally determined by the CPU anyways.
For the sake of not turning this into a philosophical debate, we generally only cover games that are made by reasonably small development teams not owned by publishers or first parties, and are either self - published, or released via an equally small publisher.
Checkpoint placement is generally very fair, although, make no mistake about it, many will find themselves having to replay portions again and again, as this is still a tough game at times, and those who have been looking for a challenging platformer will find themselves in great company with Rayman Origins.
Now you would think that a man that can fly, who is bullet proof can fire lasers from his eyes, freeze things with his breath and generally can do anything he damn well pleases would make for one hell of an awesome video game.
On other games, generally the game's producer (often the only other one working on a game except for artists) made all decisions as to music placement.
That said, I'm perfectly happy to grant that there are several other factors that can make the game difficult for individual players, and that class, culture and attractiveness can be part of those; that's why I note them (briefly and generally) as stat attributes, and make the notation that even on «easy,» the individual player can have a rough time of it.
Cheats generally make the game easier to play, for example by restoring Michael / Trevor / Franklin's health, by supplying ammunition, or by removing police wanted levels.
The game was a massive hit, and while publishers generally don't like to canonize developers, they'll make an exception for just about any rule if the money looks right.
But as games become generally easier to make for individuals and smaller studios, we're seeing more experimentation like this, and Amy sees it as a stepping stone on the path to a more widespread experimentation with the medium to tell stories like this, much in the same way as literature or filmmaking.
Generally when MMO players refer to a game's business model, they are referring not to how much profit the company is making but how the forward facing model affects players specifically, how much is being charged and for what and under what circumstances and in what context.
The floaty physics, baffling HUD, and generally baffling game mechanics made for what was easily the most confusing and what felt like the most disconnected game I've played in years.
We say over because only the PlayStation sales numbers were reported, as you may know Xbox is not popular in Japan, and sales numbers for games generally do not make the top 20 list of games sold.
The discounts and sales you get on the Vita (compared to like a 3DS) are way better when you consider the quality of games you can get for $ 3 versus the quality of games you can get on the 3DS for $ 5 - 6 since Sony will release games for $ 5 that are amazing, but Nintendo generally keeps their best in the $ 15 - 30 range you make out like a bandit even at the inflated costs of the memory cards.
This game takes all of the fun, arcade aspects of gaming and condenses the genre of tactics game into a single character with limited moves, equipment, and skills, providing none of the huge, time consuming preparation pieces that tactics games are generally known for, while simultaneously asking you to make intelligent decisions in a fast and orderly manner, when your main character has the ability to rewind time whenever you make a mistake.
Games that are generally aimed at a PC audience that do not ask for money upfront, but rather instead offer in game microtransactions which ask players to purchase items that make their gaming experience better.
One reason for that was the sort of misleading trailer shown at a conference back in 2012, some parts of which were completely left out in the game itself; the other one generally is that the genre was not exactly reinvented and some parts of the gameplay resemble that of popular sandbox games like GTA, making Watch Dogs look more like a derivative rather than «one of a kind.»
Gamers, you see, get to grab some generally well - curated games for ridiculously low prices and less known developers have the chance to show off their creations to a wider audience while simultaneously making some money.
Button bashing in Tekken games will generally get you nowhere, thus making it less enjoyable to crack out at parties for anyone that hasn't played them before.
This of course isn't as good for couch gaming or simple pick - up - and - play gaming, and makes the assumption that one is concurrently investing in a generally up - to - date PC, which obviously not every wants to or can afford to do on top of maintaining a console (or two) and games for it, etc..
With the exception of 2011's Portal 2, the Half Life universe has remained completely dormant for almost ten years, which is a shame when Half - Life and Half - Life 2 are generally considered to be two of the best games every made.
Generally, procedural generation seems to be a good option for filling in the gaps between the important parts of game development, or to make disposable levels to mix up the monotony of games you play over and over.
a b c d e f g h i j k l m n o p q r s t u v w x y z