Sentences with phrase «level design seems»

Weapons like the rocket launcher look great while the level design seems to imbue a healthy verticality while maintaining the gruesomeness of the series.
These challenge maps are enjoyable ways to jump in for some quick action, although the enemy placement and level design seems to be unchanged from the normal campaign.
Level design seems to be pretty solid.
Level design seems to take a low priority in general for games criticism, especially for RPGs; it isn't the only thing to talk about, obviously, and the script often rightly takes priority in many writers» minds.
It's level design seems to be inspired by SEGA Bass Fishing, but fails hard.
In a time when proper side - scroller physics and level design seem like a lost art for software houses, titles like Shantae and Contra 4 shiny brightly among their peers, reminding us these classic formulas are fondly remembered for a reason.

Not exact matches

Siegelman told Newsweek that the SCL Group had a «very complex corporate structure that on many levels seems designed to be opaque and confusing.»
If, as many seem to think, neo-Darwinism serves as a valid «design - defeating hypothesis» at the level of human reason but is rescued from any ultimately improper conclusions only by the intervention of theology, then it seems that my expansive definition is fully vindicated.
They seem pretty adamant about the level of Lego experience required: «Must have LEGO building experience and be able to design and build sturdy, accurate, complicated, safe and installable LEGO models for a wide variety of LEGOLAND attractions including miniature scale models and / or life sized organic models from prototypes.»
Modern helmet designs feature amazing levels of detail and intricacy as drivers seem to go for ever more elaborate concepts.
Asian dating may seem like a homogenous name for a category that represents so many cultural identities, but when it comes down to the site level, you'll see that some are actually designed for very specific groups.
Level design was fantastic, though were some parts that seemed a bit jaded generally due to the fact there are many repetition throughout 2D plat - formers.
Castle of Heart may seem appealing when looking at its still pictures but once the game starts moving, a more unpleasant reality kicks in: it's hard to control, the difficulty level is forced and at the same time, unchallenging and the game suffers from several design flaws that make this experience really difficult to enjoy.
Levels are designed more like shooting galleries than a convincing battlefield, and the game does a poor job of directing your attention to your next objective - the HUD often seems to deliberately lead you in the wrong direction.
There are a total of 8 levels in the game and while this number might seem short at first, keep in mind that these levels are all open with an expansive level design that provides the player multiplayer ways of approaching their objectives.
In fact Stranglehold's level designs are like that, some seem extremely inspired and well thought out while others just manage to feel a bit dry and missing a lot of necessary elements.
In the first game levels often felt disconnected; they were well designed and perfectly suited to the gameplay, but floors and rooms within levels never seemed to flow all that well.
Unfortunately, the appalling dialogue seems to have inspired Rogue Warrior's gameplay, which is characterized by useless stealth mechanics, inconsistent hit detection, incredibly linear level design, and abysmal AI.
Some of the Invaded time - trial levels will seem physically impossible at first, but by seeing through the Matrix of level design and control hacks youll eventually smash them with seconds to spare.
And the Galaxy level design, for the most part, seems better.
This is a traditional take on 2D platformers, and it excels because the brilliant level design makes old obstacles seem new again.
«Right away it was obvious that there was a lot of opportunity to decorate the world of Alan Wake with sounds in this kind of tradition, so I got to work collecting and creating sounds that seemed to fit that idea, while keeping in mind the specific needs of Alan Wake's level designs and story.
This might seem like a good thing but unfortunately the quality of the whole has suffered as a result leading to some terrible boss battles and level design.
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.
Amidst pressure for schools to adopt off - the - shelf reform programs as a way of improving student achievement (Herman, 1999), it is interesting to note that, by and large, the schools in the studies summarized by Taylor, Pressley, and Pearson (2002) did not necessarily view packaged reforms as the key ingredient for improving student achievement (Charles A. Dana Center, 1999; Designs for Change, 1998; Taylor et al., 2000).1 The common denominators seem to be commitment and hard work focused on research - based practices at both the classroom level and the school level.
However, it seems that the automaker has let all hell break loose while designing this one because that is the level of extensive modifications the SUV's exterior gets.
The six - speed automatic transmission seemed designed for stealth, keeping its gear changes below my awareness level unless I pinned the accelerator to the floor.
And praise for the F - Type has been pretty much universal, with the handful outside Jaguar who've driven it praising just about everything from the performance to the handling — whether it be the entry - level V6 Supercharged or the (for now) range - topping V8S — and it seems the World Car Awards panel concur as they've just bestowed the 2013 World Car Design of the Year award on the F - Type at the New York Auto Show.
The Tata Tiago seems to tick all the right boxes for a global entry - level hatchback; it's feature packed, has a fresh contemporary design, and has been put together rather nicely.
When it launches in July, it will be the best of the entry level Android tablets, and the design makes it seem quite exclusive too.
A recent study presumably designed to determine if carnivorous kitties truly benefit from high - protein diets seems to indicate kittens fed dry food diets with only moderate levels of protein plus carbohydrates have more beneficial gut bacteria.
In round up this is a humble, traditional and truly exquisite option that displays an amazing level of design throughout the establishment, Swastika Guesthouse in Sanur, pool, gardens and courtyards that all lead to the beach seem to compliment each other perfectly and fit the natural geography of the area seamlessly.
Take a refreshing dip in our freshwater outdoor pool, beautifully designed on two levels with an infinity edge that seems to merge with the ocean beyond.
+ Numerous levels and zones to play through + Intelligent puzzles + Smooth graphics and imaginative art + Consistent Module unlocks + Motive to explore due to availability of secret areas - Movement lags exist in some levels, where your vessel suddenly moves slower - Map layout designs of several zones have slight resemblance to each other, making it all seem a bit repetitive
It always seems to be a case that the more detailed the visuals the more linear the level design and the more scripted the AI.
+ A genuinely innovative and ambitious design that seems able to recognize what multiple gamers are doing on a far broader level than the competition.
The environments in each level have obviously been updated substantially, but they've kept 99 % of the level design the same as it was in the past, although in updating and making the levels prettier, they did seem to remove some of the bright greens in place of more natural, realistic greens.
The performance issues that were apparent in Episode 1 — sans the long loads — seem to have been cleared up in a timely manner via title updates, and Sapienza is quite a sight to behold, both from a graphical and level design standpoint.
Outside of the narrative, the game offers a number of reasons to return, with worldwide and friends rankings for time getting through each level and a very simple, but well - designed level editor that seems to have a lot of potential for some interesting levels created by those more talented budding designers.
Personally, I could never get into Techland's previous undead offering Dead Island, but with Dying Light they seemed to have taken on board the criticism levelled at the aforementioned game and used this to inform their design philosophy, something that was apparently made much easier once they were no longer bound under the constraints imposed by their former publisher Deep Silver.
Sadly, when it comes to level design, at this point, it seems almost impossible to get a formula for 3D Sonic perfect.
What I liked about the puzzles is that most did not seem too forced or contrived but actually suited the story and the level design quite well with some really clever water puzzles.
Another problem the game faces is in its level design, which seems to struggle from beginning to end.
There seemed to be very strong similarities in level designs.
This design seems counterproductive, on the one side people who spend money on lootcrates are restricted from progressing too fast by the global level requirement, on the other site people who spend money will have a higher card level which leads to them being able to upgrade cards faster.
Instead of feeling like an integral part of the level design, the various worlds seem to only change what the background looks like, not how the level plays.
While Firaxis is diverging significantly from the originals» design, it also seems to be cross-pollinating several excellent strains of squad - level gameplay.
The A to B level design is pretty good, the slow - paced start explains how everything works and the game seems to be specifically made with speedrunners in mind.
Level design is exemplary too, an interesting setting which makes stealth seem natural to it's environment.
It's the level direction and game design that seems to work against the freedom that was ingrained into the original.
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