Sentences with phrase «style areas of the game»

What makes matters worse is the «Uncharted» style areas of the game.

Not exact matches

The new Victorian - era Italianate - style homes replicate the architecture and interior design of the period and offer secluded gardens and common areas with traditional billiards, classic games, timeless literature and a lounge area for receptions and breakouts.
«We swapped Bayern's traditional style for this high - possession game but there was still no flexibility in terms of players» positions and everyone had to stick rigidly to his own area,» Paul Breitner moaned.
The folks who'll enjoy Fire Emblem Warriors the most are those who sit in the intersecting area in the venn diagram that depicts the audiences of Fire Emblem and Warriors - style games, and I suspect that the majority of those two circles don't overlap.
Which is like a lethal game of air hockey (just one of Tron Legacy's classic - arcade game nods), as black - suited Capoeira - style foes send electric frisbees ricocheting around a glassy area.
However, there is one main reason why this isn't particularly believable — this area does not fit into the Wild West theme of the game, which, based on the trailer, is central to Red Dead Redemption 2's style.
Japanese developers Area 35 are bringing back the unique style of turn - based strategy found in Advance Wars with a new game coming to Switch, PS4 and PC.
Say what you will about other aspects of gaming, but one area where mobile games can frequently go toe - to - toe with those on other platforms is in their style.
Unlike LEGO's usual style of games, City Undercover is open world, giving players more than 20 unique sprawling areas to explore, each one being stuffed full with quests and collectibles to discover.
The Bionic Commando - style grappling hook Crane gets about halfway through the game makes getting to the tops of buildings easier, but if it isn't used in a completely open area, it has a bad habit of getting caught on geometry.
It is expected to encompass a sports hall, an outdoor multi-use games area, a youth cafe in the style of a 50s diner and a skate - park.
Four modern motel style flats and four standard cabins situated on a sheep and cattle grazing property situated in the heart of the Coorong, surrounded by national parks, a game reserve and set in a scenic gum tree area.
• 5 themed lagoon style pools, seated whirlpools • Little Monsters kids pool • Mayan Temple with water - slides, jet massaging water lounges and swim up bars • Serenity Health Club and Spa with, treatments and packages, gym, indoor pool • Professional Animation team with an extensive programme of day time activities including indoor and outdoor sports, mini football, kids games, adult only games, mini football • Professional Entertainment team providing live music, shows & adult only entertainment • Crèche (6 months - 3 years), baby packages (payable locally) • Little Monsters Kids Club (8 - 18 years) with professional child carers • Teenz Club (13 - 17 years)-- state of the art teens area with video game booths, internet stations and high - tech interactive games • Tennis court • Archery • Futsal pitch
Unusually for a game of this style, there is no area of control.
Some style choices like the ridiculous amount of vignetting were incredibly distracting in dark areas, and only added to the frustrating that was playing the game.
- Iizuka has received a ton of requests from fans to have their own original characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier movements - the story aims to depict heroes that would feel like Sonic - by controlling different characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Jgame in Japan at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to JGame Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
The soundtrack is one of the standout areas of the game, playing host to a chip - tune style sound.
The best I can say about these is that some of them I didn't mind (a Professor Layton - style area, for example), but otherwise it's a game that's using these references just to make you go «oh I get it!»
Once Tom had that foundation, once he'd decided on putting the game together in the style of Metroid — where there's a world map that's hidden from you, and you gain these abilities that give you access to new areas — he then wanted to add some new things on top of it that hadn't been seen before.
The folks who'll enjoy Fire Emblem Warriors the most are those who sit in the intersecting area in the venn diagram that depicts the audiences of Fire Emblem and Warriors - style games, and I suspect that the majority of those two circles don't overlap.
Best iPhone Game Spider: The Secret Of Bryce Manor (Tiger Style, iPhone / iPod Touch) Drop7 (Area / Code, iPhone / iPod Touch) Hook Champ (Rocketcat Games, iPhone / iPod Touch) Honorable mentions: Minigore (Mountain Sheep, iPhone / iPod Touch).
Re: Coded was rather lax in the addition to the main story, it was a really fun game, the change of play style and mini game type areas were refreshing.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wGame Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the wgame to make — Aonuma is still finding new things in the world
It features a DVD - style chapter select allowing the player to actually «fast - forward» should they get stuck or too scared of a certain area in the game, so everyone will get a chance to see the game through to the end.
In the end, I liked Lobotomy, but it's a heavily flawed game in some areas and doesn't manage to convert some of its thematic ideas into original gameplay mechanics, instead coming off as a Zombicide style game that maybe struggles to completely cement its own personality.
It's no longer the open field connecting the areas like in previous games, and is more of a Metroid style of challenges that opens up more later when you get more items.
Levelling and choosing your loadout really change the game from being just a simple score - challenge arcade throwback and turn it into a more modern take on the genre that's more than homage; it's an evolution with modern standards and systems in place, keeping that old school multiplayer score competition while adding in gameplay systems that make sense today, while still throwing in different things to keep the game feeling fresh; it was even discovered that there's a hidden Smash TV style area in the last level, really hammering home the mix of old school charms and new gameplay mentalities.
The one area I did find solace was in the not - so - traditional game modes that allow for a player to decide the outcome of a game by applying hit points to game pieces and letting you duke it out in a side battle of DDR - style or full on 3rd person controlled matches.
Aside from looking at the game's beautiful pixel art style and listening to its fantastic soundtrack, enjoy its in - depth combat mechanics, high difficulty, venture through a handful of areas and fight through its enemies and eventual fight a boss.
In my opinion, the game's visuals already look fantastic (I'm a big fan of the art style), but can we expect to see a lot of changes to the art style of other areas of the game?
The ability to go to buildings in the different areas of the hub and instantly have access to a set of similarly styled Toy Box games is a good addition to the game.
Say what you will about other aspects of gaming, but one area where mobile games can frequently go toe - to - toe with those on other platforms is in their style.
The graphics certainly aren't bad and the game does employ a striking art style, but the lack of detail and texture in certain areas serves as a reminder that it's a last generation game.
There's even an area where you can set some parameters for the game so it generates a level for you, and even play around with some settings of some of the play styles.
Bungie has said that Destiny 2 is more open and very different to the original game, which makes me think it has a more World of Warcraft style world that allows you to travel between areas, which are planets in Destiny 2.
Each main area of the game has a unique style that really stands out.
Being able to customise your characters to suit your own play style using the very intricate materia system whilst also having to explore and find areas of the world that you can't just get to normal, all make for a wonderful game.
Perhaps the only area of the game lacking in detail is the visuals — though the pixelated art style does well to evoke a sense of nostalgia, it doesn't leave much room for naturalism, despite the well - selected color palette for each season.
It's definitely a game that reeks of style over substance, even though there are areas that are very well done, such as animations, the soundtrack, and some excellent voice acting also.
Where the original game was a fairly linear side - scroller, HD takes from the NES title and opens Kazakh up into a nonlinear, interconnected space, filled with various tiered environments, complete with hidden areas and save - rooms: The Metroid and Castlevania games feature this style of open - world gameplay, thus inadvertently creating the term «Metroidvania».
In a style of game that Super Metroid made famous, players begin with only the most basic of abilities and, as the game progresses, gain more tools and thereby the ability to access more areas.
According to an anonymous Rare employee who spoke to MundoRare, the game was converted from «a racing game involving jumping from one animal to another» into more of a «sandbox adventure style» title for the Xbox in which Sabreman crash landed on an island, completed tasks for villagers, learned how to ride animals, and explored the area.
The final boss in Dragon Age: Inquisition was, for me, one of these, finishing a game about nuanced approaches to issues and political tightrope walking with a JRPG - style boss with a billion hit points and irritating area of effect attacks.
It still plays like a Resident Evil 4 - style survival - horror game, but with tighter controls and the addition of large open world areas that players can explore freely as returning protagonist Sebastian Castellanos.
While the game is based around a Battle Royale style of gameplay, Battlegrounds intensifies the action by pitting 100 players against one another in a battle to the death, all while the play area gradually shrinks in size, pushing the surviving players closer together.
The game brings a brand - new graphic style with vivid colors and a dynamic third - person ninja gameplay style that enables players to take advantage of the verticality of the arena environment with vertical running and jumping to elevated areas.
This is the kind of Metroidvania - style game that entices you to revisit previously - conquered areas with new abilities to sniff out previously - inaccessible areas.
The handheld release offers a stage layout for each area, where Luigi will accomplish small tasks toward recovering the pieces of the Dark Moon hidden within each, which feeds a quicker action based style of game versus a spiraling haunted mystery.
There are several heist based awards and medals listed on the source which point out to the regular heist styled games but details regarding blood money are unknown and it can revolve around robbing banks then leaving the area safe and sound which is similar to what Titanfall does at the end of the game where the loosing team runs away from the locating while the other team has to hunt down the remaining survivors.
But you often come across Far Cry Arcade posters which drop you into selected missions, which put a clever arcade - style spin on the game, giving you specific tasks to perform in «remixed» confined areas of the game.
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