In the end this doesn't even need a difficulty setting, but rather
just good game design.
Not exact matches
Blackbox is a puzzle
game for iPhone that was
just awarded one of Apple's prestigious
Design Awards, which honor the
best new apps, the ones Apple thinks are especially useful or beautiful.
Available free of charge on MomsTEAM's new SmartTeams concussion website, the #TeamUp4ConcussionSafetyTM program, developed by MomsTEAM Institute as part of its SmartTeams Play SafeTM initiative with a Mind Matters Educational Challenge Grant from the National Collegiate Athletic Association and Department of Defense, is
designed to do
just that: to increase reporting by athletes of concussion symptoms by engaging coaches, athletes, parents, and health care providers in a season - long, indeed career - long program which emphasizes that immediate reporting of concussion symptoms - not
just by athletes themselves but by their teammate «buddies» - not only reduces the risk the athlete will suffer a more serious brain injury - or, in rare cases, even death - but is actually helps the team's chances of winning, not
just in that
game, but, by giving athletes the
best chance to return as quickly as possible from concussion, the rest of the season, and by teaching that honest reporting is a valued team behavior and a hallmark of a
good teammate.
It is
just as indispensible as the other Metal Gear
games and the final scenes leading up to, and including, the final boss battle are some of the most
well -
designed, emotional and memorable scenes in a videogame.
The core mechanics are
just the same, but Epic Games delivers a splendid lesson in
game design, creating a brilliant campaign, varied and
well - paced as few others.
The rest of the time is spent exploring (only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing combat again) some terribly badly
designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs
game on the Spectrum 128K had way, way
better level
design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the combat is
just so useless.
But, in all fairness most
games have the same AI, Dark Void with their
design just didn't hide it
well, so i guess this is why i probably actually enjoyed the
game as most people
just bashed it.
I'm not hating on Nintendo but they are known for remaking
games I will agree that super smash bros for Wii u is a fun
game but its definately a remake
just like GTA 5 and Last of Us both GTA 5 and Last of Us are
games that have an actual story and have open worlds and are not
just straight up fighting
games they have more going on with them than super smash bros and I don't see how super smash bros beat out dark souls 2 I'm sorry but dark souls should be higher due to the mechanics of the
game and how
well it is
designed but I will agree that super smash bros for Wii u was one of the
better games of the year but it is not in the top 3 or in metacritics opinion the
best I would put it more of top 5 of top 6
game never the less super smash bros for Wii u is not a new
game and is the 4th remake of the series
Better pacing, better mechanics, better design, and just some of the craziest psychological trickery I've seen a game at
Better pacing,
better mechanics, better design, and just some of the craziest psychological trickery I've seen a game at
better mechanics,
better design, and just some of the craziest psychological trickery I've seen a game at
better design, and
just some of the craziest psychological trickery I've seen a
game attempt.
Thanks to the
good reviews I decided to try the
game expecting to be a really nice
game, but sadly the reality was another, this
game is full of grinding, and the worst of all, is
just the kind of grinding that doesn't reward you at all, the maps are very awfully
designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
To start off, the Co-Op portions of the
game are
just amazing, they work so
well and you can truly see the great portions of the
game by
just sitting back and taking in all of the great level
designs that were incorporated in the
game.
It might
well be the single most sophisticated 8 - bit
game ever
designed, and Kojima barely had to update its tools and mechanics when bringing the series into 3D for Metal Gear Solid; he basically
just remade Metal Gear 2 with polygons.
It's
just this close (fingers a couple of inches apart) to being one of the deepest and
best -
designed single - player adventure
games of all time.
Unsurprisingly excellent.Great level
design, visuals, sound and powers.Enemies are tougher with decent A.I.There are a lot of nooks and crannies to explore, expanding the
game if you wish.If anything could have been
better, it would have been a mission that only Corvo could play, and that only Emily could play inserted around mission 5 or 6 to make the
game just a bit more of a compelling replay experience besides a low / high chaos run.Changing the voice of the Outsider was very jarring and a mistake.Overall it's a great addition to the franchise, albeit with several huge errors on the part of the devs.
I
just got platinum trophy and I can tell you: Dishonored 2 is one of the
best games of this generation... a work of art in
design, sound, story / lore, AI and complex gameplay.
Classic stages play even
better than they did in their original appearance, transforming in the second act, new stages are incredibly creative and the soundtrack is
just as
good as the
game's overall
design.
Many
games have great sound
design, not
just Red Dead Redemption, but in my opinion, Rockstar's
game is one of the
best examples of great sound
design in video
games.
No, I don't
just hand 10's out; they have to be
well -
designed and basically by the end of the
game: The
game has to stand out and has to som... Read Full Review
It's already been confirmed, that Wii U is indeed more powerful than the PS3 & 360, also Wii U's GPU has the ability to act and perform the same functions as a CPU, so that means the GPU can take alot of slack off of the Wii U's CPU, and that's what's going to make it possible for Wii U to keep up with the PS4 and next Xbox, it's called a Memory Intensified
design, and it's a unique and very clever
design of hardware by Nintendo, Wii U has a bit more power under it's hood than you think,
just wait till 3rd partys start to master Wii U's hardware, I see
good games on Wii U's horizon.
I wanted to love Zombie Apocalypse: Never Die Alone, but its Frankenstein approach to
game design, taking ideas that worked
well in other
games and stitching them together haphazardly,
just doesn't work.
Honestly, the fact that Age of Empires II HD already exists with a bevy of content and expansions and
just all - around
better game design, renders this as a bit of wasted effort.
But you can programme
games and
design as
well as
just the academic side.»
Unlike tablets, Kindle is
designed just for reading, which means your family can lose themselves in a
good book rather than get distracted by videos or
games.
Unlike tablets, Kindle is
designed just for reading, which means kids can lose themselves in a
good book rather than get distracted by videos or
games.
I
just kept saying to myself «Who in the HECK thought this was a
GOOD idea for combat
design in this
game???.»
Sadly that's always been Destiny though, it's
just more of the same stuff, it's
just for most of it's original fanbase, the core
design was so
good nobody cared about more of the same as the
game had lots of cool meaningful loot to chase.
As a Terry Pratchett fan, and as a board
game lover, I have to say that this is a
well designed, easy to learn and fun
game with
just enough lashings of strategy to keep you coming back for more.
I wasn't excited for this
game before, thought it would be a generic pos tbh but this looks straight out of the 90s in level
design just with
better graphics.
The Verdict: 4/5 — Great As a Terry Pratchett fan, and as a board
game lover, I have to say that this is a
well designed, easy to learn and fun
game with
just enough lashings of strategy to keep you coming back for more.
You don't get to move through the level as you kill enemies, you
just stay in that one little zone It's like the developers had zero concept of how a
good run and gun
game should work, namely that movement needs to be fast and responsive so that the player can weave through the vast hordes of enemies, and the levels need to be
designed to facilitate this.
Graphics are important, yet they do constantly overshadow another aspect of
game design that holds arguably
just as much power over your enjoyment of a
good adventure; the audio.
With the resurgence and wealth of wonderfully
designed, diverse board
games now available there's really no
better time to put down the controller and grab some dice, even if it's
just once.
Consider how important it is to your experience for the
game to have
good audio
design, and through that you'll learn to appreciate it
just as much as sumptuous graphics or even gameplay.
While
Just Cause 2 does over the top action
well it's more of a pick «n» mix when it comes to mission
design, you have a usual mix of race type missions which are fine though the car handling in the
game is very slidy at points.
;) The
best games I've played have been linear in
design and greatly scripted, but oh so amazing... I totally enjoy open world
games like infamous and the more open world of Barman Arkham City, but Pound for pound linear
games are far more focused and have been
better...
Just check Bioshock: infinite and The Last of Us...:) Linear
Games Rule!
Rather than simply throw handfuls of new modes into the mix DICE have opted to include
just two very
well designed new additions to the roster whose inclusion slips seamlessly into the
game.
yeah the whole day / night cycle I don't think it's like they couldn't fit it in there probably a
design choice that they as
game developers decided that's a more immersive experience I trust sucker punch infamous 2 was
well above my expectations I could care less about any of this anyway I
just want to see all the powers in action on my 50»: O
I'm not saying this to be offensive to Xbox players, I'm
just pointing out that the FPS genre in particular does really
well on that platform, it started last gen because FPS was more of a PC genre, and since Xbox is similar to PC from a
game design perspective, a lot of FPS programmers decided to make an extra buck by porting to Xbox, plus microsoft encouraged them to so that they could get some exclusives, whereas the playstation platform has always focused on other genres.
Testing the Siberia 200 came at
just the right time as Star Wars: Battlefront delivers some of the
best sound
design I've heard from a
game ever, while Rainbow Six: Siege places a lot of emphasis on using sound to not only pinpoint the enemy, with the thud of boots alerting you to their position, but also to create tension for the defenders as they listen to the enemy slowly advancing.
But there's
good game design behind all the feathers, too - witness this smart approach to the genre on cellphones: «Because of the extreme control limitations every mobile
game faces, it was clear to us that trying to emulate arcade - style fighting would
just lead us to an over-bloated and clunky experience.
Explicit save points were popular with early console
games, both for storage reasons and for
game design reasons, but there's
just no
good excuse for them today.
Thanks to the
good reviews I decided to try the
game expecting to be a really nice
game, but sadly the reality was another, this
game is full of grinding, and the worst of all, is
just the kind of grinding that doesn't reward you at all, the maps are very awfully
designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
When prodded about the possibility of the sequel arriving on other platforms,
design director Jonathan Biddle coyly responded, «We're
just talking about Wii U today,» which is the standard industry euphemism for, «Yeah we're making this
game elsewhere as
well, but our contract only let's us talk about this one today.»
Here's a
good example: SimCity launched with technical problems, to be sure, but what offended many people was that the
game was
designed to be online - only, not
just technically but also for some
game features to work.
The trouble is, even though the
game gets
better after a while, the
game never really changes up its
design, so it always seems like you're doing the same boring things, even if it's
just a bit more challenging.
The
game is an expanded version of the award - winning Conga Master, which just won «Best Game Design Award» at Tokyo Game Show 2017's «Sense of Wonder Night» awards cerem
game is an expanded version of the award - winning Conga Master, which
just won «
Best Game Design Award» at Tokyo Game Show 2017's «Sense of Wonder Night» awards cerem
Game Design Award» at Tokyo
Game Show 2017's «Sense of Wonder Night» awards cerem
Game Show 2017's «Sense of Wonder Night» awards ceremony.
::) Damn it, Nintendo, I used to think you were smart enough not to map essential
game functions to unreliable controls, but I guess you're
just too busy counting your profits from the Wii to care about
good game design all the time anymore.
Some of these references are hilarious while others are primarily
designed to make you reminisce of not
just video
games, but pop - culture as
well.
It's not
just about hardware
design, it's about developers tailoring their
game tech accordingly - it's also the basis on which Criterion Games produced some of the
best - looking racers of the current generation, without short - changing PS3, 360 or Wii U owners.
As expected, there's a pretty badass Efreet shown as
well as a caped mystery mobile suit (that will be
designed just for the
game).