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.