Not exact matches
Nolan hallmarks aside - montage ending,
linear - shifting narrative (the
story is told across three simultaneous viewpoints
experienced across different timescales)- Dunkirk is perhaps the antithesis of what he's directed before (Inception, Interstellar, etc) but no less marvellous, a brisk, relentlessly - paced sensory
experience that has no doubt planted those youngsters hoping to catch a glimpse of Harry Styles with a desire to pick up a camera.
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.
Oles Shishkovstov: For the game we are working on now, our designers have shifted to a more sand - box - style
experience - less
linear but still hugely
story - driven.
With such a strong
story on offer, those who jump in would be a fool not to get involved in the
linear experience, and yet again Sledgehammer Games have created another memorable and exciting battle.
It's STILL very much a
linear experience to get through the
story, because
STORIES ARE TOLD LINEARLY... PLOT POINT TO PLOT POINT IT FOLLOWS A LINE..
Even though players are aboard a much larger vessel, Alien Breed 2's
story is fairly short and entirely
linear, but it still offers a decent gameplay
experience.
She promises «open exploration,» and that the
story «won't be a purely
linear experience.»
Due to Nero not being a
linear experience, nor pointing players in the direction they needed to head, I missed several puzzles that would have filled in more of the
story.
«I've always loved watching these characters translated to the big and small screen, but those were passive,
linear experiences and I saw video games as the one unique entertainment medium where players could actually BE the characters and actively live out the fantasy of controlling them and shaping the
story.»
Although the
story is a little spotty, the sense of openness and discovery are refreshing, especially in what is largely a
linear experience.
As a
linear experience, Evan feels that DECEIVER's levels should act as a tool to drive the
story forward.
The missions are
linear but very engaging, because the
story and villains tie well into the gameplay, making for a high quality, I can't put down the controller type of
experience.
A
story driven mystery game points to a very focused
linear experience.
Ultimax improved upon the previous game's
story mode by presenting a
linear flow - chart of each character's
experiences in the
story mode of Persona: Ultimax.
I can imagine a completely open - world version of RDR, sans
linear narrative, sans cutscenes, with a
story purely constructed from the player's
experience in the world.
Earlier this week, EA announced it had shut down Visceral Games and retooled the
linear,
story - driven Star Wars game it was working on in favour of «a broader
experience».
Radiant Historia is still a mostly -
linear experience (there are usually right and wrong choices at each Node, with wrong decisions quickly dropping you off with little more with a slap on the wrist and a chance to try again), but it's time - traveling makes you feel like an active player in shaping its compelling
story.
The Final Fantasy series has slowly gone from huge open - worlds with tons of exploration to
linear story - driven
experiences which we see today.
Each path you choose by your speed is a
linear story with references to the other parallels but no
experience / item carryovers (outside of the blue rose).
I don't think Minecraft really works as a
linear,
story driven
experience.