Sentences with phrase «players feel like»

Everything from gifting to clan events helps players feel like they are part of something and brings them back week after week to take part in this cooperative events.
Any time a game developer attempts to make players feel like they are in a movie, they fundamentally undercut the unique aspects of gaming as a medium — immersion and interactivity.
By looking at the TV to identify your target and using the motion controls on the Wii U GamePad controller to aim and shoot with precision, the game lets players feel like they are right in the pilot's seat, especially when using the game's «3D Voice» feature to hear squad - mate audio directly from the GamePad.
The paparazzi scumbag motorcyclist, the abusive fitness freak at the beach, the bounty hunters in Blaine, the beggars on the street, the odd couple yelling about which movie they should see — the density and detail of these NPCs bring Los Santos to life and makes players feel like a part of it.
Now the studio's attempt to make players feel like they're the star of their own TV show or movie has gone widescreen with Quantum Break.
They successfully made a new version of GG that is easier for newer players to get into without making veteran players feel like the game is dumbed down, and still rewards all of the things that were rewarded in previous versions.
The end result is layers upon layers of systems laid on top of Sniper Elite's core game working hard to make players feel like a badass any time they pull the trigger.
Collectively, these simple, yet effective customization options add a level of personality to each selected boss and truly makes players feel like their choices are an integral part of the overall experience.
The whole process feels great the first few times, making players feel like true pirates, but it gets boring fast — even faster if one has played Assassin's Creed IV: Black Flag to completion, as there's almost no difference.
We want to make players feel like they're really experiencing all the tension and high - stakes action of a life of crime.
At times, it can make players feel like they're being punished for picking one console over another.
«In general, they're there not only to help newer players feel like they're accomplishing something and getting a bunch of kills, but they also provide the sort've humorous element to the world.
* Immersive Undersea Graphics — The 3D in Steel Diver makes players feel like they are peering into an aquarium, with the action unfolding right before their eyes.
Speaking with Polygon, Sledgehammer Games co-founder Michael Condrey discussed how the series» latest installment sought to make players feel like a vulnerable man, rather than an unstoppable super soldier.
Invisible walls, a lack of jumping, and the famous «impossible to scale slight incline» make players feel like they're more on a predetermined ride than traversing the ruins of a planet under siege.
You can sit back and help younger players by creating floating blocks or building up power to help beat enemies, or switch roles to let young players feel like they're helping in a big way.
Once again the big players feel like they get enough screen time to fully display their personalities individually and as a group, their often hilarious dialogue and banter paying testament to Whedon's clever writing.
The game really makes players feel like a ninja, as they use silence, agility and wits to navigate beautifully designed 2D levels.
«The gameplay is very much a return to the feeling of the original «Sands of Time «trilogy,» said Level Design Director Michael McIntyre in an interview with MTV Multiplayer, addressing concerns that the recent reboot featured too many canned animations, making players feel like they lacked direct control over the Prince's acrobatic actions.
And if the bigger updates aren't helping, players feel like they can reach out to ConcernedApe directly to get help:
It's a very naturalistic approach to the experience system, and it manages to make players feel like they're learning alongside Crane — a fact highlighted by the game's treatment of firearms.
However, aside from just creating better cinematics Kojima wants to create new gameplay mechanics as well, that will make players feel like they are playing a movie.
Make sure that you make the players feel like it isn't just something to do by playing your game.
our mental attitude, belief and motivation is what is really killing us, shame we do not have a manager who can make even the most average of players feel like they are Pele or Maradona, because if Wenger is such a manager, we would have been out of sight of the other by now, and yes, with Flamini and all the other lightweights in the squad in tow
Speed is needed right now but AW again is making his players feel like crap.
it makes your own players feel like it is ok to give up, ok to be defeated and it also emboldened the opponent.
It is true and I recognise this, that they are two players we feel like bringing here.»
Its symbols and sounds are all inspired by the sport, and its background noise makes its players feel like being at the stadium.
It looked like the Arsenal players felt like they had lost the game before the game even started today, but in the second half they looked completely uninterested in fighting for the shirt like Henry and Adams did in his heyday.
«If a player feels like taking a girl to a movie, then I know he's in shape,» Coach Jim Carlen of West Virginia says.
The other players felt like Wenger purposefully tanked the match to sell Ox.
«We really strive to make every single player feel like they're the star when they walk in here,» said Murphy, who has a staff of seven full - time instructors who Murphy trains for up to three months before allowing them to take on their first full - time player.
The atmosphere fits the game's theme and helps the player feel like they are a part of Dunwall.
The goal was to make the player feel like a super hero, but in true Dead Rising fashion, the base suit wasn't enough, so we added the ability to combo it with other items and really take Frank's abilities to the next level.
As in all Ninja Gaiden games, moving between enemies — dispensing a slash for one, a boot to the face for the next — leaves players feeling like the leads in a Broadway - musical dance number.
Creating a power fantasy where the player feels like a skilled, deadly predator whilst also being very vulnerable is a tricky task, one ably demonstrated by Rocksteady's Arkham series and Dishonored.
Unlike Arkham Asylum, which captures the spirit of Batman and makes the player feel like the Dark Knight, Edge of Time feels like Beenox have read hundreds of issues of Spider - Man and utterly failed to capture the spirit of character.
Once again they reflect an aesthetic direction that focuses on immersing the player as much as possible; on making the player feel like a pilot who is actually sitting in a spaceship.
Rocksteady know how to do Batman, and everything feels designed to make the player feel like the Dark Knight.
It might make for a constant challenge, but it didn't do very well for making the player feel like their levelling up was actually worth anything.
Also, special mention must go to the Bruticus, Megatron and Grimlock levels for making the player feel like a true badass.
Geralt therefore goes from place to place with the incredibly overused plot device of having to do jobs for numerous people in return for information about Ciri's whereabouts, which in turn has the nasty side - effect of making the player feel like a leaf simply being blown about by the whims of whomever you meet.
The visual elements, the sound and especially the gameplay itself, will make the player feel like being another toon.
Moments like these are what make 343 Industries» Halo 5: Guardians a truly captivating experience, and it's the first game that fully realizes the fantasy of making the player feel like a Spartan.
Second, allow the player to actually use the weapon, in a test arena, to fully understand how it works would help the player feel like he had sufficient information to make a solid decision.
The flipside here is that none of the abilities are as game - changing as a jetpack or an armor lock, but they all do a great job at making the player feel like a badass without causing gameplay balance issues.
Basically, I don't think Chrono Trigger's a lot different than its contemporaries, but it does an amazing, unparalleled job of making the player feel like they have a lot of control over their party's development and over the story itself.
The reason is simple: in the Heroes of the Storm way, most players felt like they'd simply never own any of those cosmetics.
Simply put, they empowered gamers by making the player feel like a living room rock star, something no other rhythm game had accomplished at that point.
- Link doesn't have much of a character in this game - they wanted players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding players - he has since changed that idea and convinced himself that it's okay to get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
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