Sentences with phrase «tight game design»

Donkey Kong Country Returns is long overdue, and looks to have all the magic, challenge, and tight game design as the classic Rareware creations.
But Nintendo has lured me in with their unbeatably tight game design and the promise of entirely new Hyrule lore.

Not exact matches

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Donkey Kong Country: Tropical Freeze is an excellent 2D platform game that utilizes tight controls, amazing level design and great visuals to deliver an impressive experience to the player and a faithful port of the WiiU classic that you can play anywhere.
The cons were, some questionable voices for certain characters, same level design as before (small tight areas to fight for most part) and did I mention that it was too short of a game.
But like Abrams did on «Star Trek,» Whedon has stepped up his game in a major way: the action is clear and coherent, the pacing is tight (it's 140 minutes long, but flies by) and the technical contributions are top - notch across the board, from the Bond - movie production design of James Chinlund («The Fountain «-RRB- and the razor - sharp cutting of Jeffrey Ford («Public Enemies «-RRB- and Lisa Lassek («Cabin In The Woods») to Seamus McGarvey «s bright cinematography and Alan Silvestri's firmly listenable score (although the latter could, it should be said, use a more distinctive theme).
It's difficult to pinpoint which classic platform game has influenced Rad Rodgers: World One the most, as it blends together features taken from Super Mario Bros., with its tight platforming, Mega Man and Metal Slug, with their emphasis on long - range fighting with weapons coming with different properties, and even Donkey Kong Country, with its focus on complex level design and collectibles.
From the hand - crafted backdrops and methodical puzzles of point - and - clicks like Monkey Island to the guiding pathways and meticulous detail of first - person games like What Remains of Edith Finch, the adventure genre is one that is predicated on tight design and deliberate story beats.
This 2.5 D platform - racer had brilliantly tight controls, great level design, and that certain «je ne sais quoi» that sets some games above the sum of their parts.
Design: NanoSpace sports a cutting - edge design with fluid animations and tight controls that mimic the experience of playing a consoleDesign: NanoSpace sports a cutting - edge design with fluid animations and tight controls that mimic the experience of playing a consoledesign with fluid animations and tight controls that mimic the experience of playing a console game.
Tight controls, tons of humor, great voice acting, whimsical character design, loads of insane weapons that you can upgrade to almost overpowered levels; this game had it all.
It was a tighter piece of game design and featured a more fleshed - out narrative.
Otherwise it was an impressively problem free experience, and the first game in quite some time where I didn't need to download a day - 1 patch and didn't spend a lot of my time cursing how games were getting kicked out of the door in such poor states Here's hoping Battlefield 5 manages to do the same, although it's clearly Battlefront's tighter focus and simpler design philosophy that has enable DICE to polish it up so well.
Now take the above two points into consideration with track design that is incredibly tight and narrow and the core gameplay experience is just terrible, and this is without doubt one of the worst racing games I have ever played.
This 2.5 D platform - racer had brilliantly tight controls, great level design, and that certain «je ne sais quoi» that sets some games...
It also helps that game play is so tight, and the design feels so good.
I have yet to play an adventure game with such tight design and inspired direction.
The game sports a really cool pixelated art style that gives it a character all its own while offering tight gameplay and a lot of player choice in how certain elements in the game look such as the design of the ship.
It combines tight combat, inspired art design and innovative game mechanics in a way that would make most other big - budget narrative titles jealous, but it doesn't seem to have a focus that ties them all together.
Course designs are looking tight and trecherous, and the car line - up is ecclectic - a classic Scooby, Mini Cooper, Lancia Stratos, Toyota Celica Alpine A110 are all given a workout in the trailer, but the final game will contain the largest assortment of rally cars in a game with 60 classic and contemporary cars.
Level designs are as good as expected from a Mario game and gameplay feels tight and responsive.
This 2.5 D platform - racer had brilliantly tight controls, great level design, and that certain «je ne sais quoi» that sets some games above the sum of their parts.
It is just that naturally a smaller and tighter focus in a game's design largely has the benefit of being thoroughly examined in the development process, with a far greater degree of quality assessment and overall attention when the end product hits the shelves.
Priced at 800 Microsoft Points, the game add - on will feature three new «medium sized maps designed specifically for tight, competitive combat in small - team and free - for - all modes».
The tight level design and many opportunities for vertical gameplay mean players will need to bring their A game if they want to stay alive in this highly competitive theater of war.
The movement and combat in Delver's Drop are based on a unique physics system, designed to make the most fluid and tight 2D action game possible.
Its bad design and is very out - of - place in an otherwise mechanically tight game.
From the hand - crafted backdrops and methodical puzzles of point - and - clicks like Monkey Island to the guiding pathways and meticulous detail of first - person games like What Remains of Edith Finch, the adventure genre is one that is predicated on tight design and deliberate story beats.
I work on my games alone, that means doing the design, code, art, sound effects and music — and that's just on the actual game which means time is tight if I'm to get a game to market in a reasonable amount of time.
«DEAD OR ALIVE 5 PLUS and NINJA GAIDEN SIGMA 2 PLUS both bring the art of combat alive with graphics that rival any console game, alongside tight controls designed to fully harness the power of the PS Vita, Whether unleashing martial arts moves or striking down enemies as a deadly ninja, players will discover that handheld gaming has never looked — or played — better.»
The jaw - dropping visuals, epic sound design and tight controls make DriveClub the most realistic looking PS4 car racing game on the list.
From the inclusion of Titans that add much needed gameplay depth, the player movement that are more fluid, the map design that is more complimentary to the flow of the game and tighter more competitively balanced gameplay, Titanfall is this year's king of competitive first person shooters.
As such, the former plumber's games are usually great platforming adventures with some whimsical designs and tight controls.
It's also not really the best series for the average LEGO game formula, since Sonic focuses a lot on speed and tight level design whereas the average LEGO game (Dimensions included) have a slower paced setup with puzzle solving, combat and item collecting playing a major part.
Similar management games such as Darkest Dungeon suffered the same fate that floaty controls do not mesh well when what you need is tight and organised design to effectively manage all the moving parts.
In comparison, it's been far too long since we've seen a game in the more traditional NES Castlevania style; the infuriating difficulty, snappy movement and tight, knuckle - whitening level design are all qualities of those games I hold near - and - dear to my heart.
Like so many Nintendo productions, «Mario Odyssey» is an all - ages fairground ride, mixing superb animation and tight controls with game design of huge imaginative precision.
The structure allows the designers to play with ideas in a way the grim, cinema - aping blockbuster games, which must squeeze their game design ideas into tight narratives, can not.
Tight jumping and combat mechanics, wonderful music, incomparable enemy designs — the game just kept piling great moments on great moments: Super Shinobi III.
The DRIFT brings the 4k gaming performance you get from a full game tower to a smaller size designed to fit in tight spaces.
Even among these next - gen designs, gamers looking for truly high - end graphics can find their options a bit limited, thanks to the tight packages and non-upgradable components.
A first - person action / stealth title in the tradition of Thief, many compared it to BioShock (also in the lineage of Looking Glass Studio's PC games), similarly setting a high bar for combining tight gameplay design and exquisite world - building.
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