Sentences with phrase «old good game design»

Developer Naughty Dog took everything it learned from the Uncharted series about engaging play, emotionally - resonate storytelling, and plain old good game design and cranked it up to eleven.

Not exact matches

The study provides what the authors say is good clinical evidence that helmet design can lower the risk of concussion, not in a laboratory, but in games and practices, by showing that a helmet model introduced in 2000 provides better protection against concussion than an older helmet employing 20 - year - old design technology.
I was initially worried that the Tropical Freeze theme would result in an over saturation of snow and ice themed levels that would quickly get old, but these levels were used sparingly and designed so well that I actually came away from the game wanting more frozen themed levels.
Its life system feels unnecessary and merely a remnant of older game design, and occasionally a stage's gimmick doesn't play out as well as it should.
After interviewing game enthusiasts (ranging from six - year - olds to adults) about what the perfect formula might be, she began to wonder whether players might design a better game than she could.
The new mode, titled 1999, is designed for gamers who miss the good old days when were more demanding of the player.
Designed by Tomorrow Corporation's Kyle Gabler, World of Goo is the oldest of the three Tomorrow Corporation titles released on Switch this week, but it's quite possibly the best one out of the three, due to the intelligence behind the game and the ground - breaking physics that impressed us all back in 2008.
Today I have a good - old - fashioned formalist - ish game design article.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
It delivers a fresh and unique art style that maintains the old school feel of the 16 bit games, a soundtrack that actually puts even the other Zelda games to shame and gameplay so well designed and fun that it should definitely be a fixture in every 3DS owners game library.
Select what game modes you want to play from an ever - growing list of developer and community - generated modes, each with their own outrageous mechanics and level design crafted to promote hours of good old friendship - ruining fun.
I first made a design at the able sisters (an old navy umbrella design (I know, tacky but my design ideas got better though) I did not know that I had to work with tom nook to get the real experience of the game (it was night time) so I changed the time on my wii's clock and nothing changed so changed it back and found out that you have to work with tom nook first and I did all the stuff he told me but wait!
They're a testament to game design - proof that it doesn't matter how old a game is if it's well - designed.
The game looks good, but considering the game design is a throwback to old - school adventure games, I couldn't really compare the smoothness of the graphics to my experience with the PS4.
Enemy designs are great and work quite well with the game's old - school charm.
While certain releases since the Pro's launch, such as Horizon: Zero Dawn, have come with settings specifically designed to take advantage of the stronger graphical capabilities of the system, the Pro is also able to upscale older games to make them look better and play smoother even if they were released prior to the Pro.
It has enough of the old game to make things seem cozy and familiar, like the weapon design and drop system, as well as the in - level special dungeons, and what sets it apart from other Diablo clones is that it had enough courage to add its own original elements.
The game is being developed by Hail Studios, a company based in Ireland consisting of award winning designers, composer and artists as well as industry veterans including a game designed from BioWare Austin that worked on Star Wars: The Old Republic.
The game features old EGA graphics that look good for when the game was developed, it also utilizes an early game engine designed by Id Software.
The amount of sidequests and items to find is smaller than, say, Far Cry 4 or an older Assassin's Creed game, but it makes up for that by having content that's designed better than previous Ubi games.
Well, a lot of older gamers dismiss Skylanders as kid stuff, but if you spend some time with the series, you'll actually find several well - designed action games that are fun for young and old alWell, a lot of older gamers dismiss Skylanders as kid stuff, but if you spend some time with the series, you'll actually find several well - designed action games that are fun for young and old alwell - designed action games that are fun for young and old alike.
With the resurgence of many of those franchises (as well as Tim Schaefer trying to relive the days when he did something other than design failed business plans and games that sound better on paper,) Ron Gilbert and Gary Winnick reunited again to bring us a perfectly encapsulated blast of old - school gaming, a pixelated wedge of surreality that brings back the days when puzzles were kind of obtuse and games were dialogue - heavy, and none of that was in any way a bad thing.
Physics aside, the level design is great, the art direction is fun (though each of the game's worlds are pretty long, and they keep the same art style for the duration of each... visual variety could be much better), and the game exudes old - school charm.
It has more complexity than the previous 2 games, it has that good old arcade feel to it (it looks and sounds very similar like the original arcade version of the game), the gameplay is fun and challenging, the framerate is also good, the enemies are finally designed in a way they should have been done even in the 2600 version, and Mario finally has the appropriate and familiar look.
I might even go so far as to argue that some old games have better design work than many modern titles.
The graphics of old NES games are often very well designed, and these days they hold up better aesthetically than their 16 bit counterparts precisely because of the strict limits that hardware put on the artists.
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Many ports of old games are surprisingly good on phones and tablets, and newer indie games are often designed with touch in mind (even if they're released on consoles as well).
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