Sentences with phrase «terms of the gameplay design»

Not exact matches

The design of it is so difficult to come to terms with because of the tight integration with musical gameplay.
Battlefleet: Gothic Armada is as epic as its grandiose name in terms of design and gameplay scope.
In terms of reception, The Witcher 3 is highly esteemed, receiving acclaim for its gameplay, visual design, and sound direction.
A good platformer not only requires a good gameplay experience in terms of level design and controls, but also need to do a good job of conveying an experience to the player.
Together, they reveal the complex and disturbed world created by developer Dennaton, whose confidence is proudly on display in terms of story - telling, design, gameplay, soundtrack selection, and most importantly, confidence in the player.
Mika Mobile is the Blizzard of iOS in my book, in terms of polish and overall gameplay design.
They were totally different games in terms of visual design and core gameplay, complete with a more Tecmo Bowl - ish horizontal field of view instead of the 16 - bit game's vertical perspective.
From a design standpoint, this is more polished in terms of the core gameplay mechanics (as there are more of them and balanced to a greater degree).
This generation has been absolutely atrocious in terms of design and allowing the player to figure a game out themselves through pure intuitive gameplay, as bigger and better looking as games are getting it's becoming near impossible to find an organic experience in any of them.
It redefines the structure of the series in terms of its gameplay variance, level design, and progression structure, while paying homage to its roots and acting as a celebration of sorts for the beloved franchise.
Children of Arkham has surpassed its predecessor in terms of story, design, and less gameplay issues.
Stealth, all - out action and car chases are all combined and mixed with the hacking mechanics to create arguably one of the best selections of campaign missions seen in a game of this nature, perhaps even surpassing the design of Grand Theft Auto V's narrative missions in terms of gameplay.
It might be industry evolution in terms of audience and gameplay design.
Over the last two weeks the excellent people at Final Fantasy Union graciously hosted a two - part case study I wrote, comparing the Final Fantasy and Legend of Zelda franchises in terms of game design and narrative, dissecting each franchise's approach to gameplay and story to see what each could learn from the other.
For all the risks Mirror of Fate takes in terms of story and aesthetic, its core gameplay feels mired in antiquated design that just doesn't feel that relevant anymore.
I struggle to find negative things to say about Nexuiz in terms of gameplay and design, but the story is, well... another story.
In the first article, I tried to convey the difference between 2D and 3D fighting games in terms of common game design issues and gameplay differences.
While the gameplay doesn't stray far from its predecessor in terms of design and implementation, it has been refined and polished substantially.
Hardcore Gamer — 80/100 Pyre represents another solid effort from Supergiant, as the awe - inspiring world, both in terms of design and depth, coupled with a lovable cast of heroes and villains, continue the studio's renowned streak for titles with big heart and unique gameplay.
What Warhead trims in terms of scale is balanced out by a greater attention to pacing and sensible gameplay variety, as well as level design that seems more tuned to the game's unique (and enjoyable) combat and suit mechanics.
So in terms of gameplay and design, Paper Mario Color Splash is a game of two halves.
For the most part though, Super Mario Odyssey is a great game in terms of gameplay and game design, with the title holding up to Mario 64 and Galaxy in almost every way.
For a series that's always been at the bleeding edge of modern FPS design — both in terms of technical performance and muscular gameplay — it's fair to say that expectations are sky high for Killzone: Mercenary — the first
It may have taken three years, but South African developers QCF Design really have delivered something spectacular in terms of gameplay.
The game has taken quite a new direction in terms of both level design and gameplay.
I wanted to see how the game actually holds up next to the fan service in term of pure gameplay mechanics and how the design from a VR to non-VR transformation works in the context of the game.
What's interesting about Arkham Origins is that it doesn't falter by breaking the mold — the gameplay and design elements are largely the same — but it doesn't do anything new or interesting in terms of storytelling.
No «Project Needlemouse», just «HEY GUYS, WE ARE MAKING A NEW SONIC GAME CALLED SONIC 4 WHICH WILL BE GOING BACK TO THE ROOTS IN TERMS OF GAMEPLAY, BUT IT WILL FEATURE 3D MODELS BECAUSE WE ARE KEEPING IN LINE WITH DESIGN CHANGES IMPLEMENTED OVER 10 YEARS AGO»
In addition, it contains detailed guides to the gameplay mechanics, stages, bosses, glossaries of terms used in each game, bonus information about the soundtracks, packaging design, development history and even ALLTYNEX 4 - koma manga strips!
So there's this vast space of design - in terms of bullet hell, level and pattern design, enemy and boss design, and even auxiliary gameplay systems used to extend the core experience.
Sumo really knocked it out of the park in terms of gameplay and design.
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