I think exploring in a game is, as what somebody noted above, a key factor in obtaining «immersion».
Not exact matches
(Note: I
think someone actually makes this joke
in the
game) From here, you can
explore, mess about with the scenery, ride Yoshi... Oh, didn't I mention Yoshi?
Off the back of Jose Gonzalez's «Far Away» playing as I rode into Mexico, or Marston's closing chapters that elegantly
explore him running a farm with his family, I
thought more big publisher
games were going to become this brave
in creative direction.
I
think its a good buisness i mean true multiplayer
in a 3d
game is a tech achievement and should be
explored.
This
game features
in a lesson on the Matrix and we
explore whether or not students
think it's always best to know the truth.
So one person / pair / group may fill
in the first box and then a second person / pair / group fills
in the second box... This is done
in conjunction with playing a probability
game to encourage students to
think about what the
game is doing and
explore different
games during a lesson.
Lessons include:
exploring issues of self image and online identity
in the age of the selfie;
thinking about online representation and digital footprints; sharing personal information and deciding what to post online; making positive contributions to social networks and online communities; privacy settings and setting app restrictions; cyberbullying;
game and app age restrictions and screen time as well as evaluating when health websites are reliable sources and when they are just trying to sell something.
Activities — designed to suit different age - groups — include
games and activities to develop identification and analysis of different camera shots, learning how to construct a story and use character analysis
in scriptwriting, analysing use of sound, expressing
thoughts and opinions on a piece of film and
exploring mise - en - scene.
So
in the past Zelda
games, one dungeon was very, very long and because this
game had a very wide field to
explore and one of the themes we had was finding things, we were
thinking about what the ratio is for finding Shrines while players are wandering around the field.
Players who come from expansive universes found
in MMOs might enjoy
exploring our worlds, assuming they can handle the fact that we're filling them with the explosive threats and heart pounding action that we
think makes
games fun.
Then along comes Chris, half of whose college essays were on the deeper aspects of video
games - story and theme and psychology — and a whole new world is opened up
in which to
explore the marriage of escapism and analytical
thought.
I
think it's awesome that they've made a multiplayer
game so CUSTOMIZAble and that there's so much freedom to
explore in the
game.
As players
explore the five physical spaces
in the
game, they will unlock our memories, hear our
thoughts, and discover the joy of Joel's laughter as they play through our family's experience fighting this terrible dragon called Cancer.
I don't
think I've seen many
games pull off open - world stealth
in the way SGW3 does - the sniping is first - rate, the open world isn't the most detailed but is still fun to
explore, and the missions are unique and a whole lot of fun, especially with the many ways
in which you can tackle them.
Surviving Mars, the upcoming survival city builder from Paradox Interactive, will be making its presence known at the PC
Gamer Weekender
in a talk
exploring the mechanics and
thought process behind the
game.
The levels were as interesting as any other Halo campaign but due to the better graphics and the ability to climb up a ledge rather than having to jump above it's height it made it great to
explore for skulls and collectables, within the 9 hour co-op
game both myself and Russ found ourselves venturing off and climbing up different parts of the maps to see how high we could get or what was hidden away, we came across a few Easter eggs on the way and found some rare or «special» weapons, Halo has always been a FPS which you have to
explore to find Easter eggs etc. but Halo 5 just seemed better than the rest for this, the
game flowed well between each level bouncing from blue team and team Osiris following the story to show where paths cross and what each team is doing
in between, I feel like all of the trailers kind of pointed the story into a different direction to the way the campaign developed which was surprising and confusing at the same time but none the less it was a great campaign and one of the best Halo
games I have played
in many years, I was never a fan of Halo 4 I
thought it lacked everything a Halo
game should be but Halo 5 has surprised me and was well worth the wait.
• A round - up of the besttools for mobile development • A look at developing
games for Google Glass • A studio tour of Aardamn Digital, and a look at its iconic parent company • We visit the German dev hub that is Frankfurt • How Lionhead harnessed the power of Unreal Engine 4 • The results of September's close fought Develop Quiz • Geomerics details its work with Arm's Mali platform • Unity's new 2D elements are profiled
in detail • A farewell to Blitz, with response from the industry • Autodesk tells all about its indie - friendly middleware Maya LT • Microsoft maestro Paul Lipson shares his
thoughts on
game audio and composing • The Tizen OS opportunity
explored, and why Marmalade matters there • Creative England and Microsoft's Greenshoots initiative under the microscope • Our expert columnist Nick Gibson offers advise on attracting and impressing external funders
We also
thought it'd be a great way to explain and
explore why the King's Row we see
in the
game today is the way it is.
Of course, I
think wacky ideas are great, but I don't
think there's a shortage of them
in the
game industry right now, while there is a shortage of
games that
explore ideas deeply.
And
in the case of multiplayer
games, I
think that asynchronous multiplayer
games such as Facebook
games could be potentially used to
explore areas of moral
game design that we haven't
explored yet, and that could be very unique to computer
games.
The
game's visuals is nothing short but beautiful, with it and its level design as well as its mechanic provide a certain level of intrigue, pushing me towards wanting to
explore every corner of each section and wonder what awaits me
in the next one, all the while I'd be
thinking about the possible story this facility has to provide.
(Note: I
think someone actually makes this joke
in the
game) From here, you can
explore, mess about with the scenery, ride Yoshi... Oh, didn't I mention Yoshi?
Exploring the city as my own costumed Mario was a genuinely new experience
in a Mario
game, which really made me
think Odyssey has the potential to be a great 3D Mario title.
The graphics, which I initially
thought were pre-rendered, are very impressive and although an over-reliance on quick - time events and a scripted Testudo moment rather marred the appearance of the combat, it's rather gratifying to see a
game explore a period of history which for odd reasons considering its rather abundant wars, hasn't had nearly as much representation
in gaming as it deserves.
When I
think back to all the hours I spent
exploring cavernous environments
in search of random collectibles, thumping a sea of unsuspecting bad guys on the head for no good reason, I tend to get a bit bummed at the way modern gaming has left the old - school action
game behind.
Finally, I
think Nintendo should consider allowing new methods of exploration and new places to
explore in the next
game.
Being a fan of the series since the terrible English dub of the first
game, I was excited at the
thought of
exploring a graphically superior Kamurocho
in Yakuza 3; it was the first Yakuza
game to be released on the PlayStation 3 after all.
The result is a video
game that has you
exploring the PATHOS - II base as you question exactly what has happened
in the time you've been
in a coma and why are all of the facility's robots speaking as if they
think they're human?
An optimist would see small - scale, unorthodox companies with a creative and innovative approach to
games and new media
in general,
exploring them
in ways nobody
thought of before.
Final
Thoughts: We've all played
games that had a world we just wanted to
explore and soak
in, and Forgotton Anne was one of those for me.