I could see
similarly designed games being developed as a part of a curriculum.
In a market saturated with
similarly designed games, this one does little to stand out.
Moving on to the next
similarly designed game is more appealing.
Not exact matches
Similarly, in a re-analysis of results of a previous study, my colleague Brooke Macnamara and I found that fluid intelligence — the general ability to reason and think logically — was a strong positive predictor of skill in the board
game GO, as measured by a laboratory task that was specially
designed to measure a GO player's ability to evaluate
game situations and select optimal moves.
Similarly, among the popular
games that the LeapPad 2 comes loaded with include Letter Factory, Disney's Jake and the Neverland Pirates, Olivia, and CrayolaArt Adventure, all of which have been specifically
designed for kids aged three to five.
Similarly,
games and kids» apps made for tablets often feel cramped — in some cases, you get a better experience with apps originally
designed for a smartphone that have been adapted to the Nexus 7's larger - than - a-smartphone screen.
Similarly, Sage Restaurant Group creates the best restaurants in the world, building high -
design, chef - driven concepts that are
game changers in the industry.
Similarly, One Piece Unlimited World Red was «originally» a 3DS
game but somehow had no 3D... the reason again being that it was actually
designed to be a console
game, not a handheld one.
In selecting my top picks for my favorite
games, I chose titles that
similarly built a synergy and balance in their
design, story, and gameplay while maintaining an overall feeling of fun and excitement.
While Final Fantasy VII and Square's subsequent
games were an assertion of the value of developing and
designing a
game with a story at the center of the experience, and using that story to assert ideas about politics economics, and philosophy, Dragon Quarter was a statement in return that
similarly intelligent engagements of political ideas could be built into
games of minimal narrative that still focused primarily on
gamers» engagement with mechanics.
- WorldNeverland — Elnea Kingdom will be released in Spring 2018 in Japan - meant to celebrate the 20th Anniversary of the WorldNeverland series - version has been
designed to be playable offline, without having to be connected to the internet - features a fully redesigned UI - that redesign was more or less mandatory, since we're going from a vertical display (smartphones) to a horizontal one (on Nintendo Switch)- it will be completely separate from the mobile version, and you will not be able to transfer data from and to the mobile
game (
similarly, the password system from the mobile version is not supported)- you will be able to create up to 4 save data files.
Similarly, we plan to include some of the best
designs submitted in this contest to create a twelve foot banner depicting our fan's experiences with the
game, creating a community «saga».»
Buzzy Beetles and Koopa Paratroopas are the only enemies from Super Mario Bros. that have yet to appear in a 3D Super Mario
game, though, in Super Mario Galaxy and Super Mario Galaxy 2, similar enemies known as Goombeetles appear, which wear helmets that are
designed similarly to Buzzy Beetle shells.
Similarly, the
game feels ancient in the way it's
designed and comes with some tropes synonymous with the classic action platformers of the PlayStation 2 — and honestly, I appreciated it all the more for having that gritty, low - poly, old school look and feel.
Similarly to Mise - en - scène, Level
Design can be argued to be of a higher level than
Game Design as it aims to build a directed experience for the player, using elements of other technical fields in conjunction.
Similarly, the characters, at least the two that I managed to unlock, seem to perfectly fit within the
design of the
game.
If not, the
similarly retro and slickly
designed Art Style
games on WiiWare are fantastic as well.
In many ways this return shares much in common with a follow - up to Shadow Of The Colossus in that, although the two
games couldn't be more diametrically opposed, they
similarly broke with conventions to offer a new take on classic Japanese
game design conventions.
Through its orchestral score and
design that evokes ICO, The Legend of Zelda: The Wind Waker and other
similarly drawn
games, RIME aims to subvert the pervasive shoot first, ask questions later trend in gaming to offer a deeper emotional experience.
A first - person action / stealth title in the tradition of Thief, many compared it to BioShock (also in the lineage of Looking Glass Studio's PC
games),
similarly setting a high bar for combining tight gameplay
design and exquisite world - building.