Sentences with phrase «just great game design»

Pausing real - time combat to allow for strategic gameplay is just fun; taking a step back to assess the situation and create vantage points for your party members is just great game design.

Not exact matches

I just can't shake this feeling that the game was designed to kill hours on the phone, and for me it just doesn't translate into a great home console experience.
As a man who has interest in game design this game is a great lesson in how it's done, as a gamer this was a great game to play and as a long time fan of the series I was just so happy I got to play this game.
Those games were great when they came out, but game design has evolved so much over the years that playing something that feels so dated and, in a way, broken is just not permissible.
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.
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.
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.
It's hard not to pine just a little bit for some fresh ideas, but the improved design and greater respect for the player goes a long way to making this game feel superior and fresh over its predecessors.
I'm not going to spoil any of the game's strange twists — but suffice it to say that the level and enemy design is based around an «everything but the kitchen sink» concept which would seem sloppy and desperate in a less entertaining and technically accomplished title (koff... Comic Jumper... koff), but here it just feels like the developers had so many great ideas that they couldn't bear to leave one out of the game.
The greatest games of all time have always met these criteria: 1 great new ideas and design innovation of its time 2 great cutting edge game play ideas and innovation of its time 3 great cutting edge graphics innovation of its time Not just review scores There were pre Metacritic games that had these..
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.
It should be studied by aspiring developers, serving as an example of just how powerful great game design can be.
You can rest assured that the game features great mechanics that bridge the two formats perfectly; this isn't just Velocity with a platformer bolted on, it's a new game designed to use two gameplay formats.
This particular fan game out of many out there is just fantastic, one that combines classic visuals and effects and presents them in a 3D world in amazing quality, with the world itself being a lot more open ended that what we usually get, and it's a beauty with great design.
It's hard not to pine just a little bit for some fresh ideas, but the improved design and greater respect for the player goes a long way to making this game feel superior and fresh over its predecessors.
A great day of individual and panel presentations, posters, and game demos is planned for the conference on themes ranging from gaming in the humanities, games for social justice, and game design in the classroom, just to name a few.
Those games were great when they came out, but game design has evolved so much over the years that playing something that feels so dated and, in a way, broken is just not permissible.
Overall, the visuals are nice and the character design is great if technically lacking, just like every other Fable game.
As a man who has interest in game design this game is a great lesson in how it's done, as a gamer this was a great game to play and as a long time fan of the series I was just so happy I got to play this game.
❋ TapScape review: 10/10 «Great Little War Game is just that: a well - designed and enjoyable tactical war game perfect for those who enjoy the lighter side of virtual warfare.&raGame is just that: a well - designed and enjoyable tactical war game perfect for those who enjoy the lighter side of virtual warfare.&ragame perfect for those who enjoy the lighter side of virtual warfare.»
It is just that naturally a smaller and tighter focus in a game's design largely has the benefit of being thoroughly examined in the development process, with a far greater degree of quality assessment and overall attention when the end product hits the shelves.
But probably i was just to spoiled by the great Pixel Junk Racers, with its totally goal driven game design (and damn hard difficulty curve).
The environments, although much more linear then in other games have beautiful textures, great design, and just the same old great God of War feel that we have become accustomed to over the years.
Everything about the game, from the colorful palette, the sound design, the music, the levels themselves and the new ideas and tools it brought to Mario's disposal, is top quality and ranks among not just the finest Super Mario games or the finest SNES games, but stands as one of the greatest games of all time.
The game's level design is simultaneously impressive and underwhelming, as things look great, and each new area is palette - driven pimp slap to your brain, but the paths themselves are carefully guided, falling just short of the open sense of exploration the genre typically offers.
Level design aside, there's plenty else to like: the game's arsenal makes you feel like you are delivering devastating punches with every hit, the dialogue between Cooper and BT is strangely endearing, and it's great to hear accents that aren't just generic American or British.
This means an entire game's art design can be created by just one person - as is the case with Ubisoft's other current UbiArt project Valiant Hearts: The Great War.
Being somewhat limited in my freedom to be entertained as a kid, for many years of my life, gaming served as a diverse means of escape for me away from the trappings of a mostly mundane, repetitive life, at the end of the school day I would often think to myself «alright... so what are some of the good things that I have to look forward to when I get home...», one of the first things that I would do as soon as I got home after school was play FINAL FANTASY on PlayStation, I would eagerly walk home as quickly as I could just so that I could continue playing from the part where I had last left off the day before, as pathetic as this may come across, I can confidently say that many of the happiest moments that I have had in my life have been while being utterly enthralled by the developments in the games, I think that reminiscing about aspects of a video game with great fondness is a hallmark of an impactful form of entertainment, I would often be so «in the zone» while playing that anything aside from what was taking place on the screen would become completely null and void in my mind to the point where I forget that I was playing a video game, even though I did not live the events of the game, I can emphatise with them as if I had, that is the sort of impact that the emotional depth of the story, the characters, the music, the design and the overall world of the series have had on me, what appeals the most to me is that FINAL FANTASY allows us the luxury of divorcing ourselves of our current reality to assume that of a world of fantasy for a precious moment in time, which is a sentiment that makes me wish that our world as whole had a little more «FINAL FANTASY» within it so as to make us all want to wake up as soon as possible to enjoy another day
Plus it gives you some great game design to help you figure out the purpose of the spear and not just cram it down your throat.
These repetitive images are not an accident; they are designed to illustrate just how frustrating it is to see, over and over, the fatal flaw in an otherwise potentially great game.
Brett Lowey — This one doesn't entirely count, because Brett is an established game developer, but I just really appreciated that he wrote this great piece on his «game design commandments».
Providing players with intuitive gameplay systems with great synergy, freedom to approach combat how you want and game design that rewards creativity are just three ways that Prey succeeds.
Tight jumping and combat mechanics, wonderful music, incomparable enemy designs — the game just kept piling great moments on great moments: Super Shinobi III.
Why To Get It: Great level design, platforming, fun multiplayer, great use of the Murphy mechanic, beautiful graphics, awesome music, and is just an overall polishedGreat level design, platforming, fun multiplayer, great use of the Murphy mechanic, beautiful graphics, awesome music, and is just an overall polishedgreat use of the Murphy mechanic, beautiful graphics, awesome music, and is just an overall polished game
At the end of the day SteelSeries has designed a mouse that is great for MMO and MOBA gamers or people who just need a lot of buttons on their mouse.
I think a lot of people underestimate the value of great sound design for a game and just how much it actually effects someone's overall gaming experience.
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