Sentences with phrase «graphical design of the game»

The graphical design of the game really sets the tone of the whole experience and makes for a fun time combining and growing your chickens.
So yeah, that's one very good thing about the graphical design of the game.

Not exact matches

Researchers have been taking advantage of graphical processing units (GPUs), which are small chips designed for high performance in processing the huge amount of visual content needed for video games.
«We were thinking about making some kind of game that would help us build some 3D graphical experience, and we figured the fighter genre would be the best for that, so I came up with the original design plan.»
When designing 3D educational games, the first thing to do is setting up the graphical environment of your module.
Wait till we at least get a dedicated dev team to design a proper looking game, that'll actually utilize the graphical potential of the iphone - before you starting deciding what platform looks better, and drawing up any sort of conclusions.
On a purely technical level the game isn't impressive at all thanks to iffy textures, a variety of graphical problems and a general lack of detail, but the lighting the lighting and the aesthetic design gives way to some lovely scenery.
It's why Indie and Nintendo games can score 10/10 even though technically speaking they are lacking the latest graphical tech and gameplay features but that was never part of the game design or goals, the games themselves standout on their own merits.
The real answer is simply that gameplay has been sacrificed in place of graphical design, the efforts in the game's production clearly shifted from the importance of gameplay and depth in place of the need to meet the technical, graphical standards of today's markets.
During the heyday of graphical adventure games, from the tail end of the text adventure in the 80s through to late 90s, there were two major companies putting out adventure games: LucasArts, which focused on good characterization, entertaining stories, and careful design, and Sierra, which didn't.
While the art direction and design of these environments and characters are great, the graphical fidelity is hit and miss for much of the game.
The game will of course chronicle the 2014 season which is about to commence, but Milestone promise a host of technical and social improvements that will utilise the power of the PS4, including a completely redesigned graphics engine applicable to all platforms, new audio design, real time lighting effects, improved graphical detail and an evolutionised multiplayer experience.
Graphical presentation, sound design, and the utter hopelessness of the premise itself combine to make this one game you'd be better off playing with company.
At Rezzed, a developer of A Light In Chorus showed me a trailer of the game and I ended up replaying it forty times just to come up with every possible design affordance this graphical style offers.
The open world exploration aspect is executed very well but the restricting nature of the game, constant graphical glitches, and poor design decision of a key aspect in the game (walking), will turn away many gamers who would have loved to add this title to their Kinect Collection.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Its graphical style and assortment of items bear some resemblance to its predecessor, but Falcom practically started from scratch with the game's design, resulting in something that should be much more recognizable to modern players.
OK, so it's lost a little of its graphical sheen, but regardless of the format you choose to play it on, The Darkness is still one of the best games I've played this year, and that's 100 per cent to do with the atmosphere, the design and the action it offers, so I'd still highly recommend it on either platform regardless of the visual differences.
Due to the graphical enhancements of the Game Boy Advance at the time, the original Pokémon Ruby and Sapphire also pushed the series forward with vibrant and colorful location designs.
From the graphical detail of the Fox Engine, to the absolutely excellent sound design and the psychological games that P.T. plays with you, this demo is absolutely dripping with atmosphere.
You'll be pleasantly surprised on the level of polish, HD graphical quality, gameplay, design and replay - ability for a $ 20 game.
While certain releases since the Pro's launch, such as Horizon: Zero Dawn, have come with settings specifically designed to take advantage of the stronger graphical capabilities of the system, the Pro is also able to upscale older games to make them look better and play smoother even if they were released prior to the Pro.
If you liked Donkey Kong Country Returns, this game is improved in every possible category, from a stellar soundtrack and graphical fidelity, to the variety of levels and fantastic enemy design.
And then we'd have to hear about you being perplexed as to how a 16 - bit character managed to emerge in an HD world, since apparently graphical design has everything to do with the «plot» (as if that were important in a 2D Sonic game — LOL) and something as simple as a model change needs to be explained by some sort of gay - ass backstory.
The colleciton will include emulations of both games along with new features, combo modes and a minor graphical facelift - and will be designed for the Wii Zapper.
The game retains a lot of the graphical and sound design charm of the mainline games (I haven't played them but I have watched them at least!).
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