All of these dynamic and accurate color reproduction technology ensures that a gamer never misses stellar visual components as
intended by game developers.
Not exact matches
Gamasutra Blogs are
intended solely for articles about
game development
by and for
game developers.
Described
by developer plethora - project as «both an educational and research initiative,» Block» hood was recognized in several competitions for
games that are
intended to make an impact and encourage change.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core
gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console...
developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple... just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case
by any means)... but with a first person shooter, there is no wiggle room... pun
intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
In the
developers defense it's clear that this style of checkpoint system as
intended to complement the survival - horror nature of the
game by making it tougher on the player, which would have been great, except that the checkpoint doesn't make the
game tougher, it just makes it more bloody infuriating when you've got to replay an entire section because your lead pipe passed through a zombie, or because of some other daft thing.
It was originally published
by Microsoft
Game Studios and was intended to be an exclusive Xbox Live Arcade Title for the time, however, Deep Silver acquired the publishing rights for the game and game developer tequila works started development of the game for other platfo
Game Studios and was
intended to be an exclusive Xbox Live Arcade Title for the time, however, Deep Silver acquired the publishing rights for the
game and game developer tequila works started development of the game for other platfo
game and
game developer tequila works started development of the game for other platfo
game developer tequila works started development of the
game for other platfo
game for other platforms.
By releasing the collection Stateside, we would be able to experience the
game's storyline as the
developers intended, as well as provide financial support and / or compensation for their work on the title.
As I wrote at the time: «The brief announcement states that EA «employs a variety of engines, tools and technologies to best serve the needs of each
game and development team», but raises interesting issues regarding the Criterion - authored Renderware engine, purchased
by EA in 2004 alongside the Burnout
developer, and its
intended global EA rollout.»
The brainchild of
Game Boy
developer Gunpei Yokoi, it was
intended to bring futuristic virtual reality to
gamers» living rooms, boasting a 3D display, and
games that cleverly took advantage of the illusion of depth created
by blinking red lights.
For years, video
game developers and publishers have been participating in a ratings system created
by the Entertainment Software Ratings Board, which is
intended to keep violent and adult content out of the hands of kids.