Sentences with phrase «push game narratives»

Quantic Dream haven't been shy of creating bold titles that have attempted to push game narratives in interesting ways.

Not exact matches

The narrative is clearly more important than the game's mechanics, and that shows at times, but the combination of mechanics, dialogue choice and acting help to push the message about how devastating depression can be for an individual suffering from it.
It won't be long before this movie's late - game success has journos pushing the narrative that it's a great film year for women, and thanks to Bigelow, it may very well be.
The semi-open world structure, loot system, and a much deeper narrative focus work well, but are all trends being pushed by most other big games»
There is a thin plot underlining everything you do, but a mixture of weak writing, crappy characters and just a generally dull narrative mean that the plot doesn't make you want to push onward, a theme which runs throughout the game.
More recently though, games like Gone Home or Firewatch have challenged that notion by pushing nearly everything to the side except delivering a sharp, focused narrative.
While Stories was inspired by Choose Your Own Adventure books, we've pushed our experimentation with branching narrative structures further and created an unique experience: an action - adventure murder mystery game.
Calum Petrie with five ideas for future Telltale games... Telltale Games has now been pushing out narrative driven episodic games for a number of years, and the source material has always came from an outside property.
Irrational Games is certainly no stranger to pushing the envelope on complex ideas and narratives in their games, but Bioshock Infinite is a step far and above even that of any of its predecessors — one worth going through several times over.
At the time, games were pushing aside challenge and difficulty for story, narrative and dialogue choices.
I think it presents an interesting new way to do narrative in a mainstream context, and really pushed the idea of mystery game design for me.
It deserves it as well, because The Walking Dead is a great game, one that truly pushes what can be done with a video game narrative that can not be done in film or TV.
The story is simple at first, but gradually evolves as the game progresses with a deeper narrative as you push forward.
The series has tried, and mostly succeeded to push an evocative narrative by introducing us to some of the most psychopathic villains in games.
At the time, games were pushing aside challenge and difficulty for story, narrative...
Having just completed BETA and Early Access, the game offers an action - packed Sci - Fi journey in glorious VR, promising to push the boundaries of first - person shooters with its improved levels, slick visuals, rich narrative, and RPG elements.
While it avoids the worst stereotypes, Ninja Theory's latest game still pushes a narrative that mental wellness is all down to effort.
It's weird for any game to do this, and it continues to reinforce the presumed narrative that Final Fantasy XV consists of cobbled - together pieces, and its grand ambitions were sacrificed to push it out the door in 2016.
Main image: The Walking Dead games from Telltale Games pushes filmic narrative to the fore rather than fast - paced action.
Presented alone, we've proven our ability to deliver a narrative - driven single - player game (Alice: Madness Returns) and multiplayer online ARPG design (Akaneiro: Demon Hunters), but OZombie will push us to combine AAA art, a strong single - player narrative and multiplayer online functionality into a single product.
These games differ because they aren't grand adventures, but rather compact, intricately designed puzzle boxes where narrative and the central conceit of the plot pushes the game to be worth more than the sum of its parts.
Bandai Namco pushed the story heavily within its trailers and unfortunately, the narrative within the game falls short of expectations.
There's something to be said about games like God of War, Nier: Automata, and Horizon: Zero Dawn which actively seek to push the video game medium forward, proving time and time again that there's much more narrative potential here than even movies and books.
-- «Competitive Rankings and Matchmaking for Our Games» by Nick Gaulin — «Bringing Day of Infamy's Characters to Life» by Gabriel Fronza — «Pushing Our Cinematic and Narrative Capabilities» by Andrew Spearin — «Day of Infamy's Level Design and Multiplayer Game Modes» by Jeroen van Werkhoven — «Day of Infamy's New AI and SP / Coop Modes» by James - Lea Baran — «Improved Menu Design Workflow with Coherent GT» by Stephen Swires — «Voice Over and Writing in Day of Infamy» by Michael Tsarouhas
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