Sentences with phrase «similarly designed games»

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.
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