Sentences with phrase «linear experience»

The phrase "linear experience" means going through a certain process or storyline in a straight and direct way without any major deviations or alternate paths. Full definition
These open world areas really help The Evil Within 2 stand apart from other survival - horror titles, which tend to be more linear experiences.
While the first game was a very linear experience with only one way to reach your objective and waist high walls scattered around the level, Uncharted 2 fixes all of this.
The new open world structure works well, and the less linear experience really shines.
That whole journey takes place within the first three hours of the game, and it is a largely linear experience.
For strictly linear experiences, I have movies and books.
And let's be honest, the game industry is currently being flooded with open - world titles while linear experiences are lacking in quantity.
There was still a lot of destruction but this was a completely linear experience.
A story driven mystery game points to a very focused linear experience.
Before I had kids I kind of thought of birth as one long linear experience, but it's not.
An excellent RPG, deep and complex, perfect for those who dislike linear experiences and trivial combat system.
The first game, while full of grand locales and some great set pieces, was ultimately a rather linear experience.
We're not talking GTA style open world here but more so a more opened linear experience.
All of the previous games were more or less linear experiences.
And let's be honest, the game industry is currently being flooded with open - world titles while linear experiences are lacking in quantity.
The game starts and ends with a highly focused linear experience but in the middle, you'll have a choice in how you tackle or not tackle a variety of optional missions.
Although The Sands of Time is as linear experience as they come, but the backdrop and level designs go a long way in allowing this world to live and breathe.
Or at least they're a far cry from the mindless patrol - bots that litter the rest of Metal Gear Solid's mostly linear experiences.
There is no replayability though if you wish to just see any «what if» moments because there aren't any — it's a very linear experience.
The search feature also makes consuming digital books strikingly different from physical ones: linear experience becomes much less necessary, and there's a diminished chance of stumbling across a section accidentally.
With Horizon and in the future Days Gone, Ghost of Tsushima and Spiderman Sony seems to be embracing open world games and not just cinematic linear experiences.
She promises «open exploration,» and that the story «won't be a purely linear experience
The only downside is that it's an incredibly linear experience, but I was having so much fun watching Bayonetta unleash her ballet of pain, I just didn't care.
Marc Turndorf: It's a story driven linear experience.
Yes, there were open - world games before 2004, but the era of Grand Theft Auto IV and V, Assassin's Creed, Far Cry, Saint's Row, Skyrim and Witcher has seen the whole philosophy of level design evolve from highly prescriptive linear experiences to the provision of playful experimental spaces.
It has been a while since I immersed myself in a single player linear experience, and this was something I was more than ready to dive into.
However, it's unlikely that these solo linear experiences will ever truly disappear, and this comes down to the sheer diversification of games that has happened in the last ten or so years.
The original three God of War games were all critical and commercial successes, and were known to be linear experiences with fixed camera angles and a penchant for action - packed gameplay, with story taking a backseat.
Being a much more linear experience, the depth and quantity of salvage materials have been tuned to enable a constant yet narrow flow of custom weaponry.
There are also upgrades and other objectives to accomplish in the the story but they are strictly linear experience, and I found it hard to consider them as something that enhance the overall experience of the game.
This also means that you can dip in and out of any dungeons at any time so long as you currently have the items, turning Zelda into a much less linear experience than previous outings.
The game also lacks a multiplayer mode, character development system and is a completely linear experience, funnelling players down a specific path, filled with cut scenes and set pieces.
There's a little bit of a love interest for Trump, as well as a nemesis, that adds another layer to what otherwise would have been a very linear experience.
Peace (aka God) is a pre-requisite for understanding (in the linear experience of time).
It's a focused, linear experience that never really slows down.
At its core, Sea of Thieves is a fun, innocent experience that rewards spontaneity and imagination, but becomes rather dull and repetitive if you want a linear experience.
It can, at times, devolve into too much of a linear experience, giving way to predictable pacing, but this is forgivable, because when your time is done on the Tacoma lunar station, your heart will be a little fuller for the people you met while you were there.
If this were a more linear experience, perhaps the allure of this contrast would wear thin, but there are so many ways to tackle individual missions, be it the path you take or the weaponry you choose, that there's almost never a shortage of new tactics to explore.
Guerrilla Games gave Horizon Zero Dawn the open - world treatment, but for those of you looking for a more linear experience, you can find it here.
Turn 10 has eased the series away from the linear experience offered by FM5 and FM6, focusing on a bigger motorsport angle.
In trying to enhance its cinematic quality and shove its set pieces down your throat, it sacrifices a lot of gameplay freedom in favour of a more linear experience.
Koei Tecmo has followed up the success of Toukiden with a sequel, expanding it considerably so it is more of an open world game instead of a linear experience that relies on mission based structure.
Following the release of Final Fantasy IX, which is, probably, the most traditional entry of the PlayStation era, the series has changed quite a bit: Final Fantasy X featured a linear experience and a new battle system and Final Fantasy XI broke conventions altogether, being an MMORPG.
Whereas Zeno Clash was a relatively short and linear experience, ACE Team are looking to create a more expansive experience for the sequel.
It was like Super Mario Bros. in the sense that it was a linear experience, and there was no revisiting levels, but like Metroid, had the item collection and power upgrades.
Whereas the first Homefront was a heavily guided, linear experience, The Revolution hands you a phone, kicks you out into the mean streets of Philly, and presents itself as a much more open - ended affair.
While Santa Monica had been marketing the game as a linear experience, the game still allows a lot of player choice and often feels like a traditional open - world experience.
Guerrilla Games gave Horizon Zero Dawn the open - world treatment, but for those of you looking for a more linear experience, you can find it here.
While the original was pretty large despite being a linear experience, Shadow Warrior 2 «s stages feature tons of space to move around in and face off against foes, and tons of hidden stuff to find.
a b c d e f g h i j k l m n o p q r s t u v w x y z