Sentences with phrase «level design in»

It sports refined, detailed gameplay that's tailored to the way you want to play, backed up by some of the best level design in the last decade.
One of the best stories in video games that somehow wasn't overshadowed by its over-the-top gore and violence accompanies the best shooting action and best open level design in ages.
The staging and level design in Uncharted 4 brings out the best of the series» elements.
Often you'll be unwittingly led back through passageways you've previously explored, making the world seem bigger than it really is, a trick creative director Raúl Rubio says he picked up by studying the level design in Demon Souls and Dark Souls.
Super Mario Galaxy 2 refines that concept even more, with some of the most creative level design in Nintendo's history - and that's saying something.
Because, obviously, the linear type of game is not mainstream level design in the current industry.
Gazing at the level design in Horizon Zero Dawn is eye candy — the environmental lands look so lifelike and are juxtaposed by the highly detailed technological beings that roam them.
I bring this up because of your comment about Daytona not having a history of crazy courses, and because it's probably the best roller - coaster of a level design in racing game history.
The level design in Super Meat Boy is awe inspiring, I can't fathom how the hell (and why, oh god why) they came up with some of them (this one made me want to punch a puppy).
Level design in some levels is neat, but the same is balanced with some levels which are totally shit.
Like you, I quite liked the level design in Hit and Run.
Shadow Complex features some very cool gadgets that eventually allow you to look at the great level design in a whole new way.
The level design in Super Mario 3D World is inspired to say the least.
Super Mario Bros. 3 showcases some of the very best level design in all of gaming.
The platforming was great, the visuals and music were pleasing to the eyes and ears, it had some of the best level design in years, and it was tough as nails.
Level design in both single player and coop is generally superb, albeit not without certain gimmicks such as a straightforward (i.e. no stealth) urban assault level set in Iraq in 1991, a well - executed chase sequence and an infiltration which harks back to previous chapters of the franchise by ending the mission when you are spotted.
Ozzy was responsible for teaching students, who ranged in age from 13 - 17 years - old, Autodesk Maya, Unreal Engine 4, C# scripting with Unity Engine, and level design in a mod pack for Torchlight II.
Level design in Super Mario World isn't always my favorite thing with many levels being easily beaten by using the new cape powerup.
Each world has a drastically different look, modifying the gameplay and level design in subtle ways ensuring variety, all while the frame rate runs at a constant smooth pace.
I hope you achieve a great feel and fun level design in there too.
It sets an example for other games with level design in them, and being an independently developed game further increases the extent to which this is true.
If you're a professional level designer, you need to study the level design in Dark Souls to gain a better understanding of how you can improve your craft.
Then the more time I spent with it, the more problems I had with the dull level design in single player, and the creaking frame rates.
We have to ask ourselves these questions before starting the level design in order to create opportunities.
It also didn't help that the level design in the first Crash Bandicoot isn't very good.
An obvious disconnect between the platforming mechanics and the level design, poor level design in general and all the frustrating deaths that come with it, as well as equally frustrating boss fights, all make Mighty Number 9 a game that's impossible to recommend but also impossible to fully condemn.
And it has some of the best level design in games.
The level design in the game is simplistic yet rewarding for those that take the time to learn, especially at harder difficulties.
Being able to practice my level design in Mario while apparently being able to see data on how people play the game is basically the best thing ever.
Each demanded the attention of my deep arsenal, pattern recognition, and the level design in order to take out.
Though it's difficult to tell exactly where one «level» ends and another begins, the level design in Expand is varied and beautiful.
Sonic Forces can be a fun game at times and there are snippets of a great Sonic game in there somewhere but it's let down by the disappointing level design in the 3D sections as mentioned earlier and it lacks any kind of consistency throughout.
It's disappointing that the overall level design in Sonic Forces is sadly let down by these third person sections and with each one only lasting a few minutes at a time they never get a chance to gain full momentum and feel like they are over before they've had chance to really get going.
SEGA are breaking boundaries with this level design in the most pioneering way possible.
The level design in Dead Space 3, while still attractive, is dull, especially near the end of the game.
Just like everything else in this game, the level design in Fire and Ice lacks any sort of creativity.
I started two games — one without his help, and one with, and despite feeling easier and therefore «less hardcore», the goofy nature of Funky Kong just adds to the fun of the already excellent level design in DKC: Tropical Freeze.
The level design in JYDGE is equally as good, and although it's by no means as varied as the customisation options you can mess around with, each level will take some serious going over.
The level design in XCOM 2 is exquisite.
The level design in Halo was an advert for what the Xbox could achieve.
Level design in Behemoth's game is truly better, and for those that think the comparison is unfair, get over it as you can't help but compare the two games to each other.
Rad Rodgers» replayability originates from far more than retro nostalgia as it features 8 platforming levels, 3 pogo stick levels and an end world boss with standout level design in its own right accompanied by dozens of secrets, alongside numerous collectibles, unlockable concept art, fun hats, amusing dialogue, three difficulty levels and revamping local leaderboards with points scoring focused online leaderboards that will collectively have players returning for quite some time.
There's some really good level design in here, and lots of new abilities in here that can be unlocked at any time by scanning certain amiibo.
It doesn't make him faster than a normal Spin Dash, but it interacts with his controls and his traversal across level design in an unusual way.
I just feel like the level design in NSMBWii was tighter I guess.
This game has some of the most imaginative level design in any platformer, and I've been playing since NES.
The level design in this game is excellent.
The level design in 88 Heroes: 98 Heroes Edition is unfortunately extremely uninspiring and, as someone who grew up in the wonderful 16 - bit era of platform magic, most of the levels on offer here felt like more of a chore to get to the end of rather than offering a real challenge.
Fantastic level design — The level design in «Splosion Man is designed to make the game play as fast as possible.
The level design in the game is easily the best I have seen for a platformer.
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