Sentences with phrase «narratives in games like»

In this regard he acknowledges the limits of authored narratives in games like the Uncharted series, but he and his team are always striving to do better.
I'd come from a line of relatively terse action - adventure games like Zeliard on the PC and The Legend of Zelda: A Link to the Past on the SNES, but it wouldn't be long before I'd experience more verbose narratives in games like Betrayal at Krondor or little - known shareware gem The Aethra Chronicles.

Not exact matches

His signature style is to create elaborate narratives and histories for the characters in his video - game videos to make them «like a movie.»
His signature style is to create elaborate narratives and histories for the characters in his video games to make them «like a movie.»
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 iIn 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 iin 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?
An article I wrote in March attempted to forecast how Hillary Clinton's campaign would seek to «win the narrative game» by defining the election as a choice between unity and division, love versus hate, hope over fear, and the like.
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.
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.
The horrid framerate and numerous bugs make this game like tap dancing in a minefield, but the game itself is deep, with a quality narrative, superb voice acting and rich gameplay.
If you like good, creepy atmosphere, a world that draws you in, and a well done narrative, then you should probably give this horror game a try.
The Quantic Dream games have always been divisive, some finding them epic narratives telling complex tales, others complaining that they would like some gameplay in their video games.
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.
It adds a few unique gameplay elements, such as isometric camera movement, but the game lacks in categories like speed, strong personality and a compelling narrative to drive it above a game like Hotline Miami.
«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 combines tense stealth and best - in - class cutscene direction, and these aspects stand above any other game in the series, but naturally, the narrative ultimately concludes sooner than you'd like.
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.
Half Life first released for PC in 1998 and was a revolution for FPS games; For the first time we had a deep plot with a good narrative, making us feel like we were inside a game where everything looked so believable.
The game touches on topics like war and humanity, and while it's not the most philosophical or introspective narrative ever, it does more than enough to get the player invested in what's going on.
This is just the core Marvel game and doesn't include new Disney Originals with characters like Aladdin, Maleficent, Merida, and Donald Duck, featured in interactive fictional narratives that come with the game called «Disney Treasure Hunt.»
In Alien3, the game was truly on: Director David Fincher straight - up murdered Ripley's new nuclear family before powering the film's narrative towards a climactic conflagration depicting a Christ - like sacrifice and unalloyed abortion metaphor.
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.
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.
In fact, for a game like this, the most important things to judge are the scares and the narrative.
In order for a game like this to succeed, it needs a strong narrative and voice acting, because the gameplay alone will not keep you interested.
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.
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.
It's an interesting way to tie in the game's central narrative themes, and the ability to slow time at key moments meshes well with the bullet spam bosses like to throw at you.
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.
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.
Like the original game, the basic narrative is very much your typical «up - and - coming heroes stop evil and save the world in the process» framework in a simplistic sense, but how the story introduces factors such as war, religion, or child assassins into the mix elevates the narrative to a more mature level.
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.
I wasn't brought to tears by the story like I was in similar narrative - focused games, but I certainly felt great pangs of emotion during key moments.
The narrative is tense and emotional, and whilst I will admit it doesn't quite have the tearjerking hooks of a game like The Last of Us, the feeling is found more in the melancholy scope of the grand adventure to deliver your Mother's ashes, and, most importantly, the character development of Kratos and Atreus.
The story's so big that Square Enix had decided to, yet again, explain a good chunk of the game's premise through the in - game database - a little something I like to call the Square Enix Narrative Syndrome and the previous culprit was Final Fantasy XIII, but I digress.
I'd still much rather be able to venture where I want at any time in Skyrim, but for the likes of Tomb Raider, a character and narrative driven game, the concept of ludonarrative dissonance is an important one.
It adds immersion in one respect because you can more fully place yourself into the world, while taking away some of the role - playing aspects of the game as you feel less like you're playing as one of the characters, thereby taking something away from the narrative.
Offering a unique take on turn - based roleplaying games, and a mixture of different mechanics such as politics and the ability to use psychological tactics in battle, it seems like this could end up being an excellent narrative game.
Quadrilateral Cowboy is the magnum opus of Blendo Games» Brendon Chung, one of the best voices we've got working in indie games, who is formerly best known for his tiny, ultra-cinematic, jump - cut - heavy narrative essentials like Gravity Bone and 30 Flights of Loving.
Hue, Virginia and Reigns all did things in games that I'd not seen before: an innovative, color - swapping twist to 2D platforming; some proper cinematic editing in a narrative game with no dialogue; and an effortless - to - use Tinder - like interface attached to an often uproarious fantasy narrative, respectively.
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