Sentences with phrase «standard game design»

There's not a single memorable character to be encountered, and in a pointless nod to standard game design there's selectable dialogue options, none of which matter because the responses received are exactly the same, regardless of which selection you make.

Not exact matches

Oculus and Vive developers must keep variable PC specifications in mind while working on their games, but designing for the PS VR means just one set of standards.
Take away play's design, refuse to play «according to Hoyle» (the eighteenth - century author whose explication of the rules of the game has become the standard for players), and play loses it significance.
To fashion this dual career in science and game design, Marcy had to think beyond the standard routes in science training and take the initiative to make her own way.
No matter how many modes the game claims to have, Deca Sports 3 is too poorly designed to be entertaining, and when your standard motion controls are better than the enhanced MotionPlus controls, something is horribly wrong here.
Ground Zeroes ultimately served as a proof of concept: a convincing demonstration that Metal Gear could adapt to contemporary game design standards without sacrificing the franchise's unique essence (something Metal Gear Solid 4 gave us ample cause to doubt).
In addition to over 40 standard tracks, and the assortment of enjoyable skill games like Triathalon and Krank, there's also a bunch of of tracks specifically designed to use the new FMX trick system to its fullest.
The ability to drive enemies through a purposefully designed maze may pique the interest of some, but the otherwise fairly standard gameplay makes it more suited to those getting their first taste of a tower defense game.
Additionally, the complete lack of creative visual design for the standard play screen can be somewhat rectified through the customisation of both your player icon and background, achieved by purchasing alternatives from the in - game shop using in - game currency earned through gameplay.
She leads programs and workshops that cultivate highly collaborative learning environments where teachers and game designers work together to design game - like curriculum aligned to Common Core and 21st century standards.
«It's harder with the Common Core, we have teachers working with the game designer, so we are not designing the game first and then shoving the standards into it,» said Johnson.
And then, in a standard online game I play over and over again, I shifted from simply trying to push the boundaries of taste and expense and started designing the spec I'd actually want to drive.
Centara Grand Beach Resort, a large, almost fairy castle - like five - star resort on the north tip of Karon Beach is a dream beach destination.With top - of - the - line facilities, fabulous design, great facilities and a wide range of accommodation choices Centara Grand is definitely one of the leading Phuket Beach Resorts.From the tinkling manmade double waterfall adjacent to Centara Grands lobby to the wonderful swimming pools and water games, to the wide open Andaman Sea right by the resort, you could say that this resort thrives on water.But theres much more to it than mere H20: It seems that Centara Grand beach Resort wants to excel in every department and it does so in its international - standard Spa Cenvaree; the excellent Italian restaurant Mare; the many wonderful aquatic attractions; and the resorts innovative kidsclub with its transferable privileges to other Centara resorts.
We believe that Nintendo games are so well designed — it's an inspiration for ourselves to try to live up to and achieve that standard of quality with our games.
Design wise games will be pretty much be all the same, unless some new way of interacting / controlling games becomes the standard that will make it impossible to be supported by Xbox 1.
Map design also needs to see some improvement, largely because the developers chose to attempt to make all five modes playable across the nine standard maps that the game ships with and it simply doesn't work.
The track / level design doesn't stray too far from the standard race game formula of roads surrounded by grass and trees, but it does it very well.
The game features a total of seven boards: five standard boards consisting of 15 levels each (two of which require you to take down a target), and two themed - boards designed around hits from a couple of the mainline Hitman games.
When prodded about the possibility of the sequel arriving on other platforms, design director Jonathan Biddle coyly responded, «We're just talking about Wii U today,» which is the standard industry euphemism for, «Yeah we're making this game elsewhere as well, but our contract only let's us talk about this one today.»
Of course the truth of this game is that it extends beyond the standard boundaries of the genre and uses its design to hide its devilish nature.
The real answer is simply that gameplay has been sacrificed in place of graphical design, the efforts in the game's production clearly shifted from the importance of gameplay and depth in place of the need to meet the technical, graphical standards of today's markets.
The unfortunate part is that these events are not really all that fun and have no lasting appeal once the charm of the games design wears off, added to this issue is the regular complaint from the standard events which is the lack of courses, most of these events are a single course and there is little appeal.
Its tonally perfect writing, seasoned cast, beautiful presentation, and polished design make it, without a doubt, the new gold standard by which all other adventure games should be judged.
What they did was to introduce obsolescence to their game design, with the establishment of «Standard» as the primary form of Tournament play.
Resogun is clearly keen to live up to that high standard — both the soundtrack and the sound design of the game are superb.
I must quickly note that thankfully Monolith Soft deliberately eschewed standard JRPG conventions and built the game around more contemporary RPG design schemes.
Xbox 360 Controller: The 360 controller is a really standard design, and works great for almost all PC games.
He also removed the health meter, inventory screen, and even background music from his design — all things that come standard in other games.
KEVURU GAMES is a development studio with very high quality standards, an exceptional eye for detail and a solid reputation for delivering our products on time, not to mention our flair for creativity and design.
The maps featured in Rainbow Six: Siege feature some of the best map designs I've ever seen in a game, even if the visuals as a whole are sub-par by next - gen standards.
The wired version of the controller was so compatible with PC's when no other controller was, that it managed to become the gold standard and games were designed to use it.
It expressed great interest, though, in the more standard 3D of the boss fight segments, and told them to scrap the project and instead focus on making a game based solely around that design.
The design challenge for Chen and Kunicke is clear: how to design dynamics that will make the player feel rewarded for such collaboration, without the standard bag of goodies (XP, treasure, weapon upgrades, etc.) games routinely rely on.
The design of the standard video game controller hasn't changed much in nearly 20 years.
- Contributed towards the design of unique maps through a standard pipeline process from paper maps to final implementation for a console game.
Intuitively, his design mind migrated toward a potential solution to precisely this type of problem: How do you compete among the App Store's higher standards, yet develop a game at the same light - speed at which a concept formulates in the designer's mind?
So much so that I would think eventually these pads would become the new standard since they allow the same precision but work ergonomically with THUMBS, as opposed to sticks which were originally designed for an entire HAND to control, and were merely shoe - horned on to game pads.
In this writer's humble opinion one of Develop's best ever features, a young Ben Cousins — then of BC developer Intrepid — wondered if there already existed a standard language for game design.
A standard bundle will also be made available which includes the original designed PS4 and the game.
You don't need to hold them up to modern graphical standards but just because they're old you shouldn't let them get away with outdated game design.
The lack of standards in writing good game design documentation has resulted in most designers and design teams shooting from the hip, throwing everything but the kitchen sink into a game design document, and then being flabbergasted when programmers choose not to read them.
The main game mode, and the one that is best designed and implemented is standard sweep - and - kill missions where you locate and eliminate every enemy on the map.
They also deviate from the standard tropes when it comes to puzzle design offering experiences such as playing a game of tic - tac - toe or having to play a short shmup.
So a Nintendo fan likes Nintendo because of the quality of product they sell and their standards and game design philosophy.
The level design is quite standard for a linear game where you have to move from one point to the other but giving you enough locations to feel involved in and discover, loot is scattered around and while resources are scarce, the items are distinguishable and easy to look out for.
None of the designs are particularly unique or memorable, the environment in the entire game is the same standard forest - y biome and nothing has a personality to it.
The design is what would be expected from a Japanese role - playing game, and after playing it for close to half an hour, it gave me the impression that the game is definitely going to live up to the standards of the genre.
The game is designed to support the Oculus Rift VR headset (but can be played using a standard monitor), and motion - based controllers like the Sixense STEM, Razer Hydra, YEI Technology PrioVR and Virtuix Omni.
Described as «an affordable, easy - to - set - up, and readily available Xbox Wireless Controller designed for gamers with limited mobility», the Adaptive Controller seeks to address the barrier to entry that standard gamepad design has -LSB-...]
Dating back to the original Sony PlayStation, the DualShock's design is largely responsible for some of the layout standards enjoyed by gamers today.
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