Sentences with phrase «more game design choices»

Not exact matches

However, poor design choices make most of the game's dances feel inaccessible, with frustrations that far overpower Bounden's brighter moments, making it more likely to start a fight than a friendship.
Two educators in Canada (one is also a Tribes TLC trainer) designed a professional learning game that promotes making a choice between... [Read more...]
Centara Grand Beach Resort, a large, almost fairy castle - like five - star resort on the north tip of Karon Beach is a dream beach destination.With top - of - the - line facilities, fabulous design, great facilities and a wide range of accommodation choices Centara Grand is definitely one of the leading Phuket Beach Resorts.From the tinkling manmade double waterfall adjacent to Centara Grands lobby to the wonderful swimming pools and water games, to the wide open Andaman Sea right by the resort, you could say that this resort thrives on water.But theres much more to it than mere H20: It seems that Centara Grand beach Resort wants to excel in every department and it does so in its international - standard Spa Cenvaree; the excellent Italian restaurant Mare; the many wonderful aquatic attractions; and the resorts innovative kidsclub with its transferable privileges to other Centara resorts.
yeah the whole day / night cycle I don't think it's like they couldn't fit it in there probably a design choice that they as game developers decided that's a more immersive experience I trust sucker punch infamous 2 was well above my expectations I could care less about any of this anyway I just want to see all the powers in action on my 50»: O
2) Survival sandboxes will continue to be a popular design choice, but companies will have to start getting more creative with unique hooks to distinguish their game from the massive sea of similar titles.
In Mirror's Edge «s case — despite its wildly different and refreshing design choices — it was more like a mild breeze as the game unfortunately failed to earn any commercial success.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Both of these things are deliberate design choices made to make the game more accessible for newcomers, and I'm not going to be counting those decisions as negatives toward the final score because I understand the reasoning behind them.
However, with some baffling design choices such as the constant pausing whenever a powerup is obtained, the versus mode being 2 - 4 local players only without a CPU option, and a pretty grating soundtrack, Breakforcist battle is a title I can only really recommend for the local multiplayer experience alone, as the other parts of the package pale in comparison to the other brick breaker game on the market, Gunbarich, which is $ 2 cheaper and comes with a lot more creativity in the levels and breakout mechanics.
Game director Jack Lusted says, «our design philosophy [for Saga] has been one of re-invention and focus, looking at classic Total War mechanics and consolidating them to deliver more meaningful choices for the player.
I feel this is an example of a bad design choice that I feel is forced on the game due to it's need to be more inclusive to mobile players.
Instead, the most important feature of Heavy Rain, the design choice that makes it more important than any other game in separating from rather than drawing games toward film, is its rejection of editing in favor of prolonging.
This choice in level design creates a unique experience as the older, more seasoned gamers will likely be more inclined to chase down collectibles or want to complete 100 % of the game, whereas the younger audience may only be fixated on completing the main levels.
SEUM can be extremely infuriating at times, either by intentional design choices like its challenging nature and time limits or by unintentional flaws such as the excessively sensitive controls, but I've constantly felt that usual «just one more attempt» feeling present in a lot of difficult but fun games.
One possibly unintended consequence of this design strategy is that players get more and more invested in their game of choice, while they might play all of these games their favorite becomes «their» game in the same way a sports fan's favorite team is «their» team.
Based on the game's credits, it's more difficult to pin down who exactly was responsible for M.U.S.H.A. «s level designs (possibly Kazuyuki Nakashima, more on him in a bit), but especially some of the aesthetic choices in the backgrounds are worth mentioning.
A quick search of the Steam forum or Legacy Collection Lets Plays and you'll find plenty of people who are confused by some of the early Mega Man games» more obscure or unintuitive game design choices.
The bigger choice for driving fans is whether to choose the more straight forward track racing, or opt for a game that features an open world design that is less rigid.
Whereas most other design choices (time control, air units, melee vs ranged, etc) can stand more or less alone, the single question of «To Maze or not to Maze» will drastically change all other aspects of your game.
But it takes more than a dumb presentation and some questionable design choices to ruin a game.
Miyazaki himself has stated that this is a deliberate design choice in order that Dark Souls III feels more like a «journey of discovery» than previous games.
The inclusion of more modern game design aspects, like character choices, helps Dungeons of Chaos to stand out on its own two legs.
App Store • All - new App Store designed for discovering great apps and games everyday • New Today tab helps you discover new apps and games with stories, how - to guides, and more • New Games tab to find new games and see what's most popular with top game charts • Dedicated Apps tab with top picks, dedicated app charts, and app categories • App pages include more video previews, Editors» Choice badges, easier access to user ratings, and information about in - app purchases
This design choice seems more to appease left handers than add functionality for right - handed gamers, so keep in mind that you may not be able to make use of all nine buttons during a game (pinky fingers aren't exactly known for their high dexterity).
In fact, while I can concur that the design looks overstuffed, the headphones are still the best choice for audio and more convenient for gamers (unlike the earbuds).
New apps, games and screen designs have been added as well to give users more choices in personalizing the smartwatch to their tastes.
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