You might think that Surviving Mars would have skimped on high - res assets for
objects in the game's world due to its top - down nature, but this isn't the case.
The control system also feels more like a traditional arcade racing game because of the speed and power of the cars, not to mention the extremely entertaining ability to destroy just about
any object in the game such as fences, bins, cars and a variety of other destroyable objects.
The High Dynamic Range Rendering allows us to display the complete spectrum of colors simultaneously, the added Bloom will make light exposure much more realistic, thanks to SSAO
all objects in the game now cast their own shadow, which is thrown realistic thanks to new light scattering technique.
High Dynamic Range Rendering allows us to display the complete spectrum of colors at the same time, the added Bloom will make light irradiation much more realistic, thanks to SSAO
all objects in the game now cast their own shadows, which will be realistically cast thanks to the new Light Scattering technique.
The patch focuses mostly on weapon balance, tweaking nearly every pointy
object in the game in response to testing and player feedback.
However, as each of the lines you shoot out connects to
an object in the game, your trajectory changes slightly and thus requires a bit of skill to master — especially when outside a large city.
I'm not surprised at the shear number of unused
objects in a game like Super Mario Galaxy.
Even if Nintendo were to use the DSi's camera in this fashion, the Wii Remote contains a camera at the front and not a distinctive light source, therefore tracking the Wii Remote and placing a virtual
object in the gamer's hand would be almost impossible.
Throughout my time with the game I was legitimately scared only one time, and that was only because I saw the only moving
object in the game for the first time, a doll.
Maybe
the objects in the game look like COD, but look farther than that.
Portal — a pioneering type of single player action game that rewrites the rules for how players approach and manipulate their environment — much like how Half - Life 2's Gravity Gun reinvented the way gamers interact with
objects in the game.
The art direction of this game fits the imaginative aspect extremely well, as
every object in the game, from the background to the borders of the levels, are designed to be normal household objects like graph paper and rulers.
Some of
the objects in the game world are all white, without any color or detail.
Therefore, picking up
objects in the game (oxygen, NANDs, fuel) looks awkward, but it feels fine.
Most of the game is spent solving puzzles by finding the right item or right combinations of items to uses on people and
objects in the game world.
There were a few times when there were a lot of enemies on the screen that I noticed a drop in frame - rate, and a few times when
objects in the game did not work as expected, but this did not ruin the overall experience for me.
«Our designers and programmers would make a change to
an object in the game, and that change would ripple out,» remembers Fernández - Vara.
Whit a MVC design pattern you can separate your calculations and mechanics from
the objects in your game and thereby let's you test them properly.
When it comes to manipulating
objects in this game it becomes annoying.
As with so many
objects in the game, you can pick to throw or smash it - but there's a third option: Reset.
This means that
every object in the game is completely transparent and you can see the lines on the side of the object that should be obscured.
The unit textures have enough detail to stand out while not becoming distracting, and many
objects in the game are destructible.
Every object in the game needed to be created with the new materials - based lighting system in mind - not a small task considering the scale of the new game.
All of the 3D
objects in the game are presented at much higher resolutions, and many of the character models have been touched up to give them added detail.
You can still use rope and water arrows to interact with set
objects in the game as with previous Thief games.
The concept is pretty simple: You have a tool that allows you to scale up (or down) the size of
objects in the game.
All of the menus in Mercury Hg are slick and well presented and most
objects in the game world have the same aesthetic appeal.
These controllers required players to use their thumbs to press buttons, in order to control characters or
objects in the game.
In one event all of
the objects in the game turn black making it nearly impossible to tell what's an enemy bullet and what's not.
«All characters and
objects in the game are hand - drawn, scanned in, placed in levels in the game, layered manually, and then animated.
There's over 30,000
objects in the game's dictionary.
Excitingly, all
the objects in the game have a «brain» — programmable AI that will let thousands of gamers around the world experience the joy of creative two enormous mobs of bunnies and hurling them at one another in a brutal fight to the death.
But think about that... that's 400 billion stars, planets, and other
objects in the game that are all doing this!
Just about every major item or
object in the game is snaggable by the arm, allowing Spencer to climb just about anywhere.
A new way of graphic expression Achieved by the development team's technique and knowledge accumulated over 15 years, the world and characters are portrayed in their natural, life - size state so that players can feel the characters and
objects in the game as if they really exist there.
The object in the game is to defeat the Wicked Witch of the West that is trying to take Dorothy's ruby slippers so that Dorothy can return to Kansas.
It's not perfect, as
some objects in the game only exist in 2D, but it's still a striking design.
When you find him (by picking up a crystal ball from the ubiquitous breakable
objects in the game's levels), he follows you throughout the given level and a gauge representing his magic power is added to the bottom of the screen.
Other enhancements in PH2 include the ability to see interactive
objects in the game environment, an instant kill ability and the player character can now also carry up to 3 items.
The iPhone and iPad versions, which add touchscreen support for drawing all sorts of
objects in the game, features the same playful presmise as the previous Max & the Magic Marker releases:
You also tap the screen to collect flying coins and other
objects in the game, such as letters that spell out «DANGER» in some of the levels.
There's a stamina meter that has never existed before, and pretty much
every object in the game is either destructible or climbable.
Not exact matches
Whether or not Mickey is a
gamer, Disney Research
in Pittsburgh is developing a new technology called Aireal that would enable users of hands free, motion - controlled devices such as the Microsoft Kinect or Leap Motion to actually feel the virtual
objects they're manipulating.
The idea behind Aireal is that if you touch or hit an
object virtually, you should be able to have some time of real - world reaction to further engage you
in the
game or program you're using.
While proceeds from a Caesars Interactive online
games unit sale will help the bankruptcy estate, junior creditors may still
object to the distribution of the funds because more money will end up
in the hands of first lien banks and lenders.
In addition to building the first light gun — a gun - shaped controller that allows users to shoot objects on screen — he created the forerunner to Atari's Pong game as well as the colorful electronic memory game Simon, which made its debut in 1978 at Studio 54 and continues to be sold toda
In addition to building the first light gun — a gun - shaped controller that allows users to shoot
objects on screen — he created the forerunner to Atari's Pong
game as well as the colorful electronic memory
game Simon, which made its debut
in 1978 at Studio 54 and continues to be sold toda
in 1978 at Studio 54 and continues to be sold today.
But despite its pixilated aesthetic, the
game —
in which the core objective is not destruction but the creation of new materials and
objects — is beloved by children and serious
gamers alike.
The
object of the rewards credit card
game is to put the most money
in your pocket at years end by optimizing your credit card selection to your spending.
In spite of his early and short - lived embrace of nationalist sentiment and language and the military
games he played with household
objects, he knew that history was elsewhere, away from Jerusalem and what it represented.
Similarly, excellence
in works of art or
in games is a specific quality of the concrete
object or
game.