Sentences with phrase «than most game characters»

Kratos conveys more emotion with the occasional gruff affirmation than most game characters do with hours of exposition.

Not exact matches

Dating Sites Nsw Dating Sites For Chinese Girls Li is the most popular character in «Love and Producer», a Chinese simulation game that has been downloaded more than 10 million times since debuting in... You like Chinese girls, huh?
The graphics are fine for the most part, but more than once I've caught myself staring at a character in the game and thought to myself, this character looks more like a mannequin than a human.
Graphically, the title is a little sharper than most tennis games on the Wii with detailed gaming environments, especially the stadiums and some great character animations.
While most Pokémon games tend to have an anime aesthetic, Detective Pikachu's human characters are rendered in a Pixar - like style rather than anime Cel - Shaded.
Now, the most recent Super Smash Bros. roster included six characters spanning several games, even more representation than a series like The Legend of Zelda.
Since before I'm a fan of Mario games and for sure these one is one of the most exciting series of mario since it is two - dimensional character in a three - dimensional world and I think this game is more exciting than other series of Super Mario.
Of course, to unlock most of the characters, you need to play the game's «Dream Mode» — a mode that contains no plot and is little more than a series of battles.
You'll be running around large maps taking on armies by the hundreds, even thousands, with a character that (by design) is more powerful than most of what the game throws at you.
It is more about reaction and response, with a core similiarity between characters which gives it a slightly more realistic feel than most fighting games.
Each location is distinct, and each area's monstrous inhabitants have more character than most other game's leading cast.
The character based multiplayer game looks more violent and darker than most of the present day games.
Kris Wall (former Flickering Myth video games editor): I felt that she was stunt casting more than anything, a huge name actress playing the world's most well - known video game character was a great marketing angle, but it didn't really make for a convincing Lara Croft.
The problem, of course, is that they are the most fascinating characters in such mythology, representing humanity and its struggles better than the bores of mortals who unknowingly or unwillingly go along with whatever game the Olympians have concocted for their amusement.
I hope the dlc for Mario party 10 will be more decent than Mario kart 8's dlc it'll be a 2 pack dlc with 2 new boards and a new character although I am a bit disturbed by the fact that there's no online once again and what surprises me the most is that there's no story mode heck there wasn't even an intro in the game which is an odd thing to leave out
This gives you more control over your character than most other games out there; you could focus on building your sniper's cloaking tech, or maybe you want the biggest and best guns for the engineer, you have complete control.
While most Pokémon games tend to have an anime aesthetic, Detective Pikachu's human characters are rendered in a Pixar - like style rather than anime Cel - Shaded.
While Van Helsing may not be at the top of most people's lists for characters to base a game upon, there's no denying that he does have some great potential for an action - RPG, as the many adapations of Bram Stoker's Dracula novel have often portrayed him as more of a professional vampire hunter than the doctor that he actually was in the original story.
It's the kind of game where those born with naturally faster fingers / reflexes / mental - reaction - speed will always have a higher advantage than those born without it, regardless of training level [waveshining under pressure, as one example], and hitstun is the go - to for any sort of kill set - up, with most slower characters, like my main Link, or Bowser, DK, Ganondorf, etc, being at a severe disadvantage against any other character with a higher amount of speed inherent to them.
That's impressive because The Last Day of June doesn't contain any form of dialogue, rather its small cast of strangely eyeless characters communicate solely through sighs, moans, giggles and other little sounds that work with the wonderful animations to give them more personality than most games with massive runtimes, budgets and voice actors ever manage.
Community: With more than 15 million games sold, Moorhuhn is the best - known and most successful German game character.
While it may be little more than conspiracy theories in most cases, employees report that DLC characters were actually cut from the final game in order to be sold as DLC after launch.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
Donkey Kong 64 was an enormous game, with more collectibles than most people could stand, a stable of playable characters, multiplayer and even some classic arcade games.
What's especially interesting here is that, unlike most games in which character variations amount to little more than differing levels of health, armour or attack power, in Nuclear Throne the numerous character abilities fundamentally change the way you play.
It's little unique skills like that that will hopefully encourage players to try out all the characters in different stages to discover all the different attacks, rather than stick with one favourite throughout, which is admittedly something of a crutch for most fighting games.
Without wanting to spoil it, all I can say is that emotional moments will be witnesed not long after the game starts, which will make you care about the characters and the lore faster than most RPGs out there.
When making a game that contains a lot of characters, especially when most of those characters won't be seen for long, it's easy to just kind of stray toward the lazy side of things and resort to doing nothing more than swapping heads in order to make each character «unique».
However, what appeals to me most of all is that the character control is vastly improved, making navigation and combat much less cumbersome than in previous Silent Hill games.
In the brief demo I saw I became more attached to the two characters than any others I saw at the show and most characters I've played as in any game.
It is more forgiving than most games with this feature: your characters can die a few times before being gone for good, but each time they do, it takes a lot of in - game money or real world time before you can use them again.
If you can accept this game as something you'd find in a local arcade, or simply don't care about single - player content in fighting games most of the time (like I don't), then the larger - than - life power fantasy presented with this roster of beloved Square Enix characters can provide hours of entertainment simply from its scant selection of modes.
The story and the characters don't quite live up to the high bar set by the PlayStation 3 games, but they're still better than most portable games.
Characters from the first game do show up fairly frequently, but, for the most part, their appearances are little more than glorified cameos.
Character models seem a lot more rounded and detailed than those in most actual Nintendo 64 games.
, as the AI can be way too brutal, and can make things more aggravating than exciting... Although, just like most fighting games of the time, once you learn to exploit the CPU - controlled characters, it all becomes a walk in the park.
I imagine most players will work through the game to get extra points to transfer to his or her «real» Mass Effect characters, rather than playing it because it is that much fun.
Characters take up the most room, and the game makes more powerful ones larger rather than limiting itself to equaling each's capabilities.
More than just a sequel to 2014's bite - sized 2D action game Mighty Gunvolt, Burst is a brand new full - sized game featuring a more expansive world, deep customization options and characters from multiple game universes (most notably Gunvolt and Beck).
Both games feature a «Commander» unit, a giant mecha, which uses atomic - level manufacturing to build an entire economy on far - off planets literally from the ground up, which is an interesting inversion on how mecha usually are used in games: the «Commander» is more or less the player character, and while their large mecha is by no means weak, it's a central unit because of its production capabilities, and not because of its arsenal, which as a mecha fan I always thought was a nice way to work the idea of a «hero mecha» into an RTS, because you can relate to the Commander mecha's role as, well, a Commander on the battlefield rather than as simply a powerful named «hero» unit as exist in most other RTSes.
Character advancement is handled differently than most games of the genre in that there are no experience points to horde and character levels Character advancement is handled differently than most games of the genre in that there are no experience points to horde and character levels character levels to reach.
Of course, I can't say much for the game, other than character reveals, considering the real make - or - break for most any fighting game lies in the subtle (and sometimes not so subtle) nuances of the mechanics.
Our battles will also be more dynamic than the ones used to be seen in the most classic Zelda games, as the player must switch between the characters to use different objects and strategies.
Rather than just a «nice to have» addition as it has been in so many other LEGO games, you can create a truly custom and, most importantly, useful character when it comes to the game play.
Rather than have a game filled with kawaii farmers with neon hair and Asian characteristics, most characters are very in - tune with Western society.
There's just about every character you could think of incorporated into the game at launch and the combat system is more approachable than most fighters.
Speaking of those two, their combo - to - special techniques do the most damage (over 50 % health) in the game despite the damage scaling and require less hits and less effort than a combo from a more complex character like Bakugo or Todoroki who don't even reach 50 %.
Crisis Core is a prequel to one of the most beloved Final Fantasy games ever, but rather than focus on its main characters, it tells the story of the mysterious Zack Fair from SOLDIER.
Some gamers blamed GTA IV for not being as wacky and insane as San Andreas is known to be, but in my mind GTA IV was more about the story and the characters than the over the top tongue - in - cheek weirdness, while San Andreas was the over the top insanity most people fell in love with.
All the characters in the game have their own abilities that must be used to progress through the game — for instance, most females in the game can jump higher than the male characters so they can access higher ground.
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