Sentences with phrase «player narrative game»

«The AAA, single - player narrative game is starting to disappear,» Levine explained.
The single player narrative game as outlined in the KS is intact, in every way.

Not exact matches

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.
After a signature game - winning performance against Arsenal, Paul Pogba's sending - off and subsequent three - game ban creates a pretty easy narrative for Monday morning if the result goes the wrong way: United lost to City because they didn't have their best player!
Research finds that player behavior in narrative role - playing games reflects specific character roles — even if the game tells players nothing about the character's role.
New research from North Carolina State University finds that player behavior in narrative role - playing games (RPGs) reflects specific character roles — even if the game tells players nothing about the character's role.
Bioshock was notable for having a stronger narrative than most mainstream games, utilising environmental details and audio logs that players could choose to stop and listen to.
ZombiU is awkward, ugly, crawling in its pace, and often nonsensical with its narrative... and I remember when horror games weren't ashamed of any of that, even actively exploiting it to create alienating, frightening atmospheres that stuck in a players» memories and made them too spooked to want to take another step forward.
Sure, later iterations of the game gave players the vague quest line of defeating the Ender Dragon after countless hours of scrounging for increasingly rare materials, but in general the game lacks any semblance of an overarching narrative.
He also loves screwing around with planes of narrative reality and royally messing with the player both inside and outside of the game.
Across 66 wholly enlightening minutes, Atari: Game Over picks apart the accepted narrative of the crash and interviews developers (Atari founder Nolan Bushnell), historians and other notable game buffs (including Ready Player One author Ernest Cline and former journalist and current screenwriter Gary Whitta), leading up to grand unveiling of the dig's findiGame Over picks apart the accepted narrative of the crash and interviews developers (Atari founder Nolan Bushnell), historians and other notable game buffs (including Ready Player One author Ernest Cline and former journalist and current screenwriter Gary Whitta), leading up to grand unveiling of the dig's findigame buffs (including Ready Player One author Ernest Cline and former journalist and current screenwriter Gary Whitta), leading up to grand unveiling of the dig's findings.
As interesting as its warring - faction premise seems, the game's narrative is ultimately just an excuse for players to go around fighting groups of different enemies.
Offering at least 35 hours of gameplay, Dark Souls II is a challenging experience with a wonderfully subjective narrative that can be simple or in depth depending on your desire to explore it fully; whilst the difficulty may deter some players, those that stick it out will find a satisfyingly in depth game that rewards perseverance and intelligent tactics
Call of Duty 4: Modern Warfare is still one of the best video game stories of all time, and although the quality of COD single - player narratives have tended to fluctuate in recent years, there's still that sense of drama and action that I crave.
Read Only Memories is a narrative adventure game heavily inspired by Hideo Kojima's»90s cult - classic Snatcher, putting players in the shoes of a down - on - their - luck reporter who joins forces with a sentient robot named Turing.
A League of Their Own isn't a musical, but the narrative layout resembles one in many ways, from the recruitment of players / performers to training / rehearsals to individual games / shows to bus rides between engagements, and there are similar shifts of focus between the leads (in this case Geena Davis and Tom Hanks) and the second bananas (Madonna and Lori Petty) and various comic turns (Jon Lovitz, Garry Marshall, Megan Cavanagh, Rosie O'Donnell).
With light RPG elements, distinct AI programming and a focus on characters, Rockstar is consciously trying to highlight the elements of the game that support its narrative side to lay all worries of single player being neglected in favor of multiplayer to rest.
Leading the pack this week is Team Ninja's Metroid: Other M. Coming exclusively to the Nintendo Wii, the game casts players as bounty hunter Samus Aran in a narrative set between Super Metroid and Metroid Fusion.
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.
A chaotic harmony of game mechanics, The Phantom Pain provides all the narrative insanity of its predecessors with a game world that challenges players to carve their own path.
It's a bit unfortunate that the thematic elements of the single - player game don't carry over to the multiplayer experience, but delivering an emotional online game with a potent narrative while some dude named 420B0NGZ4LIFE tries to blow your head off is nearly impossible to begin with.
Verbinski had this to say: «I think the whole utopia - gone - wrong story that's cleverly unveiled to players is just brimming with cinematic potential... Of all the games I've played, this is one that I felt has a really strong narrative
Next to a wealth of competitive game modes, in which players pursue dominance of the rankings, Warface features unique and narrative driven Co-Op missions.
With a re-envisioned approach to the narrative, the game will be accessible to both newcomers and old time fans, and a tutorial eases players into the game.
Minecraft: The Story of Mojang is charming fluff, a sweet tribute to a popular game, and its piecemeal «best of» style makes for a pleasant enough affirmation for fans who want nothing more than a brief glimpse behind the scenes, but for a documentary about a game in which players are compelled to dig ever deeper in search of raw material, it's disappointingly ironic how many blocks of narrative ore the film fails to unearth.
A key quest requires the player to bring Yo - kai to three of these baffle boards simply to navigate one cave; without completing this quest, the player can not continue to progress through the game's narrative.
The game uses amnesia to justify why every game mechanic and narrative element needs to be re-explained to the protagonist — including the very existence of Yo - kai and the Yo - kai watch; unfortunately, while the protagonist may have forgotten the first title, returning players have not.
It locks the player out of map areas and game techniques for several hours until the tutorial sequences are complete, restricting returning players and forcing them to invest time in unlocking these mechanics all over again, without the incentive of early, substantial narrative to keep them engaged.
Single player games tend to trade the thrill of playing with or against other folk by giving players deeper, more interesting worlds to explore at their own pace with deeper narrative elements, with some exceptions.
The game seems to be largely based around player - created worlds, but will there be any narrative or main quests before easing players into the sandbox mode?
It was about how narrative games replace player agency with story.
Each game presents players with choices that serve to drive the narrative.
The Stanley Parable is a narrative - driven game that places the responsibility of choice on the player.
On the narrative surface the game satirically implements the Big Nurse's oppressive and unyielding regime but, in terms of functional gameplay, the prescription system is one way that players enjoy the freedom to choose their own learning paths.
All good games have a narrative that helps the player (or in this case, the learner) identify their place in the bigger picture.
Erik is looking for the following: literary / upmarket fiction with an emphasis on plot (as in, nothing too slow / quiet / static); popular and academic / trade science nonfiction, especially evolutionary biology; narrative history and biography; contemporary culture criticism (think Klosterman); sports books, if it's got a scope that extends past just games and players and into culture / larger issues.
Before everyone writes this off as a God of War clone, the developers want to stress that this game will have a continuous dramatic narrative, akin to a TV series with the hopes that players will be on the edge of their seats, wanting to know what happens next.
Though not a long game by any means (3 - 5 hours tops), Tacoma does offer players a satisfying narrative with exceptional voice acting and light exploration.
Modern Warfare 2 was widely panned for the shortness of its single player game and for the lack of sense of the narrative thread.
I'm ruling out Azrael not from a lack of evidence but because from a narrative perspective I believe him to be a poor choice since he was featured so little in the game, and it's entirely possible for players to never even bother completing his missions, making it an even poorer plot twist.
This would hopefully mean that the first half of the game has some solid narrative progression for the player to get invested in, and should also hopefully create an looming sense of dread and interest because Zaroff is coming and they've heard so much about him.
Few games have featured such a realized world with so many varied choices and paths to walk down while painstakingly taking the effort to ensure that the narrative responds to the player's ample choices.
For the first half of the game there's very little progress made in terms of the narrative, and then in the second half the pace picks up massively, but only to deliver lots of layers without any answers to reward players with for their hard work up until that point.
The game employs a clever narrative move to motivate players.
It's a trend we're seeing more and more of now, in games that are driven to committing the player to their worlds over anything else — Half - Life 2 planted the seeds of player - reliant agency in the minds of consumers and developers alike, and now we're seeing game - makers really take advantage of how they can give the end - user a narrative experience that feels shaped by them, the whole way through — and not just in the setpieces, and not just with QTEs and button prompts, either.
Yeah, thing is do you realize / admit that it - and only talking about the first game here - was the most linear entry in the whole of the franchise, that there was no narrative, that the characters did nothing but rather just moved from scene to scene and that as the player all you were allowed to do was move them from scene to scene?
Created at the USC Game Innovation Lab (where Fullerton is a professor and director), the game has a subtle narrative arc that doesn't try and get the player's attention through puzzles or challenGame Innovation Lab (where Fullerton is a professor and director), the game has a subtle narrative arc that doesn't try and get the player's attention through puzzles or challengame has a subtle narrative arc that doesn't try and get the player's attention through puzzles or challenges.
By stripping the game of any kind of pre-determined narrative and emphasizing player involvement through gameplay alone, Pope also reminds us of the the sad reality that we often confront moral issues and attempt to resolve them because we feel a sense of obligation to do so only after our engagement in the practices which define our environment, and our recognition that they are actually the cause of these problems.
It was always that we were going to have two games: a classic campaign with four - player co-op, which is a homage to the original title with similar mechanics and updated graphics and more narrative.
Furthermore, the game will be tossing players a number of decisions that will affect the overall narrative storyline.
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