Sentences with phrase «more games of this scale»

I do hope it sells enough to convince Nintendo to do more games of this scale, though.

Not exact matches

A group of investors has decided that more than 50 million users can't be wrong, and is betting that Rovio Mobile Ltd., the game's Finnish developer, will be able to leverage its popularity into a full - scale entertainment brand.
But people took issue with the fact that the game's developers tipped the scales in favor of people willing to spend more money, known among gaming fans as «pay to win.»
On Saturday, May 16 — after most of the year's athletic events were memories — more than 450 volunteers, including athletes, cheerleaders and coaches, helped make dreams come true on a scale far more impactful than any game - winning touchdown pass.
She emphasized, however, that King - Devick was only meant for use as an initial screen to identify athletes who should not be allowed to return to the game or practice and who should be referred for further, more comprehensive evaluation by a trained professional (e.g. assessment of balance, neurocognitive function, and scores on the Post-Concussion Symptom Scale).
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In a special section, News, Perspective, and Review articles explore what one can learn from video games, the value of digital libraries, how large - scale testing might be improved by technology, where cognitive science meets education, and more.
The Force alignment structure may be systemically unsalvageable, and with little end - game content currently available for those characters who have reached level 50, one wonders whether BioWare will be able to hold on to the more serious gamers and guilds who yearn for a variety of large - scale challenges.
I'll formally write this up in a few days into something more cohesive but as it stands the game lands on a Shaun scale of 7.5 / 10.
The Elder Scrolls V: Skyrim VR is a true, full - length open - world game that reimagines the complete epic fantasy masterpiece with an unparalleled sense of scale, depth,» more
Here, the game resembles more of a platformer with sections that scale vertically as well as horizontally.
Starting with 1997's Dynasty Warriors, these games remix beloved historical and fictional settings into large - scale hack and slash games that involve massive waves of enemies and arm players with explosive attacks that can defeat more than 100 at a time.
Neil Marshall, a director whose talent for epic, large - scale action sequences was proven several times over in the Game Of Thrones episodes «Blackwater» and «The Watchers On The Wall,» is planning something similarly ambitious, if slightly more intimate, for his next project.
I relied on this entirely too much until I decided to scale back the use of it which makes the game more challenging.
Put a little more simply, Dead Rising 4 strives for the sort of over-the-top action and irreverence found in the Saints Row and Far Cry games, but lacks the courage to seriously offend in the manner of the former (the edgiest joke I encountered was one in which Frank mumbles that he just remembered he needs to get a vasectomy while in a toy store) and hasn't the scale of world to allow for the sort of extraordinary destruction players experience in the latter.
Whereas the console version of Street Fighter IV was a fully polygonal 3D game, the mobile version took the strange approach of pre-rendering scaled down versions of those same console fighter models and animating them into the game like a more typical sprite - based 2D fighting game.
If the company can make at least five games outside of the Nintendo Alliance, and is willing to send more people over, this could certainly tip the scales.
Mobile games seam to appeal to a great rage of audiences, while according to a large - scale online survey I conducted as part of my research 49 % of respondents answered that they play games on their mobile device (either phone or tablet) more often than on other devices.
Some examples: A human scale game of Mouse Trap, a solar powered theramin, homemade video games, clothing made from recycled bottles, circus arts and more.
So, in your context of a sports hall, obviously shape is one that you have identified and used, but others that quickly come to mind would be dimension and measurement esp for different activities that can be played indoors - the dimensions of different playing surfaces / areas etc; construction design (more shape and space incl scale drawings), costs of construction (lots of maths including rates which could incorporate linear equations with fixed and variable costs); the rules and scoring of different indoor games played (basketball is a good example with different points for different shots); and probably more.
The topics included; How do firms grow Why do firms grow all types of costs economies and diseconomies of scale all types of efficiency Revenue and profit other motives for firms Strategies to gain market share barriers to entry barriers to exit Theory of the firm types of markets comparisons between markets collusions game theory price discrimination contestable markets government intervention deregulation And much more!
Game for two or more players, involves place value of capacity, reading scales and filling in measuring cylinders accurately.
The exact positioning of these can be adjusted according to where your fingers most comfortably fall, though we reckon the clamshell Tablet P may be the gamers» choice thanks to its more compact scale.
Because RMC seems to have taken an overly defensive nature to certain games as of late and thinks that scores aren't important because «everyone uses them and people rely on them» yet by giving zero indicator of how much he likes the game on any sort of scale it makes them more confusing than they used to be.
I could write volumes more about the levels, enemies, mechanics, and story of Hellblade: Senua's Sacrifice and how all of these disparate elements work together to present a more cohesive and compelling experience than almost any other game built on the same scale.
Sony is betting that their giant PS2 install base will entice gamers to make the PS3 their platform of choice, while Microsoft hopes the promise of exclusive DLC, and a more active online user base will tip the scale in their favor.
The pitch for «Batman: Arkham Origins Blackgate» was just as tantalizing (if not more so) as a full - scale console title, but the final execution of the game has left me feeling slightly empty and very much wanting more.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
Developed by Maxis, The Sims delivered a smaller, more personal, simulation that differed greatly from the macro scale of designer Will Wright's previous games, SimCity and SimCity 2000.
It ensured that you didn't just have to depend on guns to take down your enemies, which was a bit more exciting given the fact that a lot of the game had to be cut down in scale in other areas.
The change of scenery has both good and bad results - while the open world looks impressive, opens up room for extras and is fun to navigate, it does mean that there are more areas that you will only ever skim past, perhaps not as easily appreciated as the few beautifully crafted buildings that made up the entirety of Arkham Asylum — making the game feel a little more Assassin's Creed than Metroid, but the game does generally maintain all of the great qualities of the original and it feels like a natural transition to a larger scale setting.
As to what the presentation is likely to be discussing it seems like we will be hearing more about the world of the game and the scale so there could be some interesting information for people who are looking to play the game, and to others who want to know more.
Special thanks to listener DontJudgeMyADD for suggesting this week's topic by way of his article, «Gamers need more choices to scale game experiences.»
That compression of sound and time, both literal and esoteric, draws a fairly profound line in the sand between the world of large - scale game development, working with teams of dozens or hundreds, and the more intimate universe of sound design for smaller social and mobile titles.
«So we can scope this based on the stretch goals so we can add more and more side missions based on the game based on the pledges, so it's both an interesting way of telling a story and it allows scaling based on the amount of money that we can get,» he continued.
«So we can scope this based on the stretch goals so we can add more and more side missions based on the game based on the pledges, so it's both an interesting way of telling a story and it allows scaling based on the amount of money that we can get,»
It would be even more of a shame however if developers felt forced to pander to these people and create bloated experiences through fear of being told their game is too short according to some indefinable scale of what the perfect game duration is.
Today, more details regarding the development of Final Fantasy XV has surfaced, the team recently discussed details regarding the size and scale of Altisia, the battle modes that will be featured in the game and warp points, below you can read what the development team had to say regarding the details of Final Fantasy XV.
What kills a lot of the fun is the lack of PSVR customization, taking a room scale game and putting it into a much more restrictive space.
I'm not sure we can realistically defend a functional definition of MMO using just scale any more, and defending any definition is going to get much more complicated as time goes on and games continue to defy current standards.
The game development studios need the revenue to sustain their development but because of piracy, their operations have to be scaled back instead of expanding to create more and better games.
There aren't any more dull and brownish corridors in the game, and the environmental diversity helps inject a sense of scale to the game, and the frame - rate is consistent throughout.
The game is simple and charming by design and it's something I think would translate well to virtual reality — the scale of the actions you complete would just make it all the more impressive to witness.
As budgets continue to swell for large - scale video game projects from the likes of big publishing houses such as EA and Activision, and as the technology continues to rapidly raise the bar for new gaming experiences, creative teams are using many more resources to try and make their games bigger,...
On the other end of the scale, adventure games were in their prime with titles like Sam and Max and Day of the Tentacle which focused on puzzles more than combat challenge and didn't actually allow the player to fail.
It doesn't feel like the soul gathering was scaled to reflect the more advanced character development that is necessary in this part of the game.
Boat story time was my favorite part of the game along with just taking in the immersive visual backdrops, imo its more like an interconnected hub world where everything looks and feel much grander in scale then it really is and its done very well in that aspect GOW is essentially to different games at the same time, a great storytelling quiet time with rich lore on the one side and brutal precise hard hitting combat on the other, mixed up with perfect pacing and a couple of epic cliffhangers at the endd
- 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
But with the Supreme Commander name stamped on the box it was hard to view Supreme Commander 2 as anything more than a stripped back, dumbed down version of the first game, offering none of the depth or scale and leaving fans feeling let - down.
Eiji Aonuma: Indeed I have always wanted to avoid encrypting things in the past but given that the scale of this game is much more important than anything we have done so far, with a lot of different objects To offer players, I think the simplest solution is to have more numbers.
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