Sentences with phrase «relying on cutscenes»

Drawing inspiration from spaghetti western films, the game is a fantastic example of creating a cinematic video game experience without relying on cutscenes.

Not exact matches

Board games are also a set of interwoven mechanics that aim to provide the player with a good time, they just lack the clearly presented cutscenes and audio used to craft entire digital worlds, relying instead on the player's imagination and attempting to create gameplay mechanics that thematically make sense.
Meanwhile cutscene length is far better judged and features heavy use of shaky cam, something I'm normally against as movie directors these days rely on it far too much, but it's artfully done and combined with long, single camera shots.
One succeeds because it leverages the player's motivated, explorative, self - driven experience; the other fails because it relies on a hackneyed, disjointed «epic» plotting (told in 3 separate plot - lines via cutscenes) with incongruous settings and 2 - dimensional characters.
As expected, the plot is a mystery that hardly has any explanation, instead relying on players to piece together the story through obscure dialogue, item descriptions, and short cutscenes.
While previous entries of the series relied heavily on text to move the plot forward between missions, the cutscenes really do a great job at filling us in at what's going on before and during battles.
Right off the bat, I can tell that the devs and writers are working towards a more player - integrated and less FMV experience (relies less on cutscenes).
A game like Doom 3 relies heavily on such mechanisms: the groans, screams, roars and screeches that your enemies produce are all the information you'll be provided with about their nature, aside from a few introductory cutscenes and forced expositional text documents.
It's a game with the courage to rely solely on exploration without any bullshit cutscenes or gimmicks.
Even now, developers mostly rely on cinematic cutscenes to portray the more intense facial expressions of characters, the likes of which L.A. Noire successfully accomplished dynamically during gameplay back in 2011.
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