Sentences with phrase «narrative of a game like»

Not exact matches

Like most seven - game World Series, this one was a whiplash - inducing collection of stunning moments and shifting narratives.
Although I've found it very cathartic to speak, vent and end occasionally rant about all things Arsenal, we need to act carefully and intelligently right now or we're going to get played by this club even worse than at present... the pro-Wengerites and the suits, who represent a considerable proportion of the season ticket holders, don't want to believe that there is no plan and that Wenger has mailed it in for several years now or that things are going to get much worse before they get better... why would they... many have spent a considerable sum buying some of the highest priced tickets in the World... they want to have a front row seat to see something special and to be seen doing so, which simply provides ample justification for the expense and the time invested... to many of them, Wenger is the sun in their soccer universe... his awkward disposition, misplaced arrogance and his utter lack of balls makes him a rather unusual cult figure, but the cerebral narrative seemed to embolden those who already felt pretty highly of themselves... many might not even of really liked football that much before his arrival and rarely games they weren't attending... as such, they desperately believe that Wenger, and only Wenger, can supply them with their required fix... if he goes, they were wrong and that's a tough pill to swallow... they would have to admit that they were duped... they will definitely resent whoever made them feel this way, but of course it will be too late by then... so when we go overboard with ridiculous comments bordering of anarchy, it scares the shit out of them and they shift their blame towards us rather than at those who really perpetrated this act of treason... we aren't the enemy... we simply woke much earlier and the reason our comments have gotten more vile in recent years is out of utter frustration... in order for any real change to occur at this club we need to bring as many supporters as possible with us or the big money interests will fade and our ultimate objective will be lost... so it's time to focus on the head instead of the heart for now
It also frees up more game time for promising youngsters who have time on there side to still make it and change the narrative (gibbs, ox, iwobi and ramsey) looking for more responsability and consistent minutes 4 - Probably involve both Sanchez and Özil in recruiting pitch and ask for input of who they like (doesn't mean you go with what they say bit just showing a different approach and the commitment to do better.
Liverpool and Manchester United are still probably the two biggest clubs in England in terms of history and tradition as well as trophies, Manchester City are now serious players at the European level, Everton possess narrative in spades including not a few national titles and even the likes of Preston North End (The Invincibles, Tom Finney), Blackpool (Stanley Matthews, Jimmy Armfield), Blackburn Rovers (Alan Shearer et al.) and others have a position in the upper consciousness of the game.
In games like Norwich, Swansea, Manchester United, Sunderland and Stoke both of these issues have been evident to varying degrees and this is playing into the idea of the second narrative: had we not hit the woodwork so much, had we not had lapses at the back, had we taken one or two more chances then Liverpool would be higher in the table, with a higher points count, and at the end of the day, that is the best barometer for a club, isn't it?
His big idea — which has been called «narrative Lego» — is to shuffle a character's motivations like toy building blocks, so that a fresh story unfolds in every session of a game even though the characters are the same.
His big idea — which has been called «narrative Lego» — is to shuffle a character's motivations like toy building blocks, so that every session of a game has a different story unfolding even though the characters are the same.
There's a reason that despite games like The Last of Us, The Witcher 3, and Minecraft prove that games can have a gripping narrative, expansive worlds, and the tools to create anything and everything, people still refuse to call games art.
Bioshock 2 may not be as grand of an experience like the outstanding original but it does everything a sequel should do and it is still the best game ever in terms of narrative richness.
There's much discussion about how the film is supposedly a game changer, how it's more in tune with the current zeitgeist as opposed to the traditional narrative strengths and linearity of a period piece like The King's Speech.
The way the game manages to weave simple RPG mechanics on top of the narrative works surprisingly well, even if, ultimately, it all feels like a curious throwback to the days when even the most basic graphics were something of a luxury.
«But we kind of also built a traditional game, like an entire traditional game, in the Cauldrons and in the bunkers [all underground], and it was a huge risk for us because we had to build completely new lighting technology and we had to design all these holograms too, to light those spaces and completely new art assets and gameplay and delivering narrative
It plays like a cross between a Terry Gilliam movie and a BioShock game; the latter referent becomes substantially more pronounced once the characters arrive at the forward cars and the movie turns into a series of warped environments that have to be crossed entrance - to - exit, ending with the personal chambers of an enigmatic ruler who rejiggers the narrative into a commentary on itself.
Whilst story-wise, it stops short of the best narrative led games like Heavy Rain (or dare I say LA Noire, which story wise is a great achievement), it's a solidly enjoyable storyline which seems to have some thought put into it.
But a lot of weight is given to whether a game's creative director came from a writing background, as many of the best narrative - driven franchises, like BioShock, feature creative directors in that vein.
While the actual gameplay is nothing like those two games, there's no doubt that God of War has traded in some of its juvenile stylings for a more mature and toned down narrative.
This enlightening eavesdropping is a great delivery method for the story because it not only makes you feel as though you are outsmarting your opponents, but it also keeps your discovery of the storyline feeling more natural and less like you're being beat over the head with the game's narrative.
As a result, the film feels less like a narrative and more like a very thinly cast parlor game: cast your votes as to which of the only two other main characters had something to do with Christine's accident.
Few open world adventures manage to balance free - form questing with a structured narrative as well as FF12, either; the game allows you to wander wherever you like, even if you end up way out of your depth.
It looks like just the kind of game we've been missing; a dark, linear, narrative - driven adventure along the lines of the old Onimusha titles.
Just be prepared for a narrative that seeks to meld the modern worlds of thrill - seeking kinetic action (as our private video game - happy living room lives are like) and of shoegazey possibly - overly emotive vulnerability (as my and probably your outdoor life is).
2017 will bring even more narrative - driven games, like Walden, a Game, based on Henry David Thoreau's book, and Ever, Jane, a multiplayer game that takes place in the universe of Jane AusGame, based on Henry David Thoreau's book, and Ever, Jane, a multiplayer game that takes place in the universe of Jane Ausgame that takes place in the universe of Jane Austen.
He is currently researching how students read and engage with non-traditional texts like video game narratives, manga, horror, fantasy, etc. as well as the effects of inquiry teaching on teachers, students, and learning.
Like a good novel or cinematic experience, these types of games often have a strong narrative thread, appropriate for English Language Arts (ELA) classrooms.
I could see that most narrative was an equation that balance, a zero - sum game, and that tragedy was special because you got more out of the equation that you put in, but I had no idea how to write like that.
Not only did the game make it into the Guinness Book of Records as the most critically - acclaimed super hero videogame ever, but the idea of a continuation to the first game was brought up two months ago, when lead narrative designer Paul Crocker mentioned that a sequel could be developed if people liked the first game.
Drawing on inspiration from a number of high - brow sci - fi writers like Arthur C. Clarke and Frank Herbert, the game's narrative trappings and mechanics have been given an update for the series» 23 - year anniversary.
They're fun, they do their job, but they can't truly contend with some of the best examples of the third - person genre, and honestly they feel a little out of place within the game's narrative — Lara doesn't feel like she's surviving in these encounters, she feels like she's thriving, blasting straight through enemies with ease which doesn't really match her portrayed demeanor very well.
The fact that videogames have come so far in the subjects they can tackle and the quality of the narratives they can tell never ceases to amaze and delight me, but there's something to be said for games like Saints Row IV as well, games that hark back to what this form of media has always been about at its very core: fun.
And while the open world and the wealth of riddles, side missions, and challenge rooms mostly make up for any narrative shortcomings, I still don't think this game is a true classic like its predecessor.
Blackwood Crossing plays just like a first - person adventure game and while the main focus of the game is on the narrative arc of the characters, you will proceed through the game by solving puzzles and interacting with several different characters.
Ubisoft has sent out the third dev diary for Prince of Persia today, showing producer Ben Mattes, level designer Michael McIntyre and narrative director Andrew Walsh — who all look like they could sleep for roughly a week — talking about the game's illustrative art design, the environments, and what they see Prince of Persia as.
If it is a remake (like the PS4 ratchet and clank) I won't be disappointed but it would just fit the current narrative of sony and older games.
It's not a demo because you have to pay for it, it's not really much of a prologue because the narrative barely exists and it doesn't feel like a self - contained, fun little game, which is what it could have perfectly been.
The Detail falls within the same category of other narrative - driven, interactive stories like the classic adventures games from Westwood and Lucas Arts, and the Telltale Series's The Walking Dead.
Add in what looks to be a dark continuation of the game's off - the - wall superhero narrative, and fight fans like myself are in for a hell of a treat when the game drops this Spring.
So, more modern games like the Mass Effect series and the Elder Scrolls games are examples of narratology at work, where the game's narrative is prided and sometimes deemed more important than the mechanics.
Aksys possibly looked at the success of their hit game, 999: Nine Hours, Nine Persons, Nine Doors as inspiration to bring over more narrative, text - based games like Hakuoki.
Like the previous Episode Prompto teaser at the end of Episode Gladiolus, the Episode Ignis teaser shows a dark and dreary tone following everyone's favourite recipe creating mega quiff around the events of Alticia in the main games narrative.
From the first time you load the game and hear the excellent narrative work of Stephen Fry, to the satisfying sound effect that plays when you press square to load up your Popit menu, LittleBigPlanet 3 looks, acts, and somehow even smells like a proper LittleBigPlanet sequel.
Such improvements in character animation have arguably now peaked on the cusp of the next generation of consoles, with the likes of Naughty Dog's The Last of Us, Quantic Dream's Beyond: Two Souls and the artistically - styled The Walking Dead by Telltale Games showing just how far the sector has come the past eight years, and how important this space is to game narrative and player immersion.
Hell, I kind of have high hopes for it — I'd love for someone to take down game narratives like Modern Warfare 2's down a peg, so everyone will have to shape up in the future.
The narrative is more or less only there to chain the events of the game together, it's camp and fun with some corny dialogue that should bring a smile to those who enjoyed the 80's action movies games like MK, Metal Slug and Broforce are influenced by.
If you like the Planet of the Apes reboot films then this game should be on your list of games to experience, for everyone else, if you like cover - based shooters or narrative - driven games then be sure to check it out!
By the way the promo is structured it looks like this will be a narrative focused, as in singleplayer campaign, type of game.
The Order appears to have a deep narrative set in an alternative historical setting (a bit like the Resistance games on the PlayStation 3) where humans are battling it out with half - breeds of animals and men.
The result is still a game that often feels like a stunningly confident, competent shot across the bow of the open world genre, folding in an incredibly strong narrative and a good sense of consequence to the decisions that present themselves throughout, presenting a fun bit of combat creativity into a genre that desperately needs it.
Until Dawn (PS4): Until Dawn is a movie - like horror game that puts a changeable narrative in the hands of the player and prevents the player from losing the game.
As a result, The Adventure of Link feels like the black sheep of the series and has had little influence on the play of future games in the franchise (it borrowed much from platform games and the newly - popular JRPG lineage, kicked off primarily by Dragon Quest), although it still contributed significantly to the still - developing lore that shapes the narrative space of each Zelda game.
Games like Gone Home and Brothers: a Tale of Two Sons have showed players that games can provide emotional, mature narratives, while Kentucky Route Zero and others have continued in the tradition of Limbo, showing players that an affordable indie game can have world - class production values.
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