Sentences with phrase «very good game designs»

Not exact matches

The biggest question for this game will be the formation: Valverde has gone with a lineup designed to control matches, and although a 4 -4-2 formation isn't exactly the most updated tactic in football, it's given the Blaugrana some very good results away from home.
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I would describe my self as a kind, warm hearted person, who has a strong work ethic, i am very determined to succeed in life, i want to go to college for Video Game Design and Computer sciences, I like to make a woman feel good about herself, because everyone has lots of potential the only...
It has the original game very much intact and this new «plus» game that turns the established gameplay design on its head (in a good way).
This roguelike action games has a deep combat system and a very well designed structure.
It takes the «fail better» approach to game design and distills it to its very essence, taking the often repetitious process of dying and retrying and turning it into something captivating enough to endure the occasional frustrations that always come with repeated failure.
Is a good game, but is more designed to play with friends and for «Youtubers» because its very fun, but if you play it ALONE and in a very long time, it will get bored
For fans this is maybe still a good game but there are a lot of annoying things and very bad design.
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
The PlayLink concept, which allows you to play each with a smartphone or a tablet, is really cool and well designed: you all go very quickly and easily into the game... even if the final drawing test (co-operative drawings) slows down things a little.
In a lot of ways, Ex Machina is a good movie: It's beautifully shot and designed, it features some very game actors (including Golden Globe - nominated Alicia Vikander, vying for the all - time Fembot Hall Of Fame), and it's nicely mindful of movie history.
It wasn't exactly a very good game, but that didn't matter, because despite couching itself in familiar design elements, it still felt like something excitingly unfamiliar; otherworldly, even.
Unsurprisingly excellent.Great level design, visuals, sound and powers.Enemies are tougher with decent A.I.There are a lot of nooks and crannies to explore, expanding the game if you wish.If anything could have been better, it would have been a mission that only Corvo could play, and that only Emily could play inserted around mission 5 or 6 to make the game just a bit more of a compelling replay experience besides a low / high chaos run.Changing the voice of the Outsider was very jarring and a mistake.Overall it's a great addition to the franchise, albeit with several huge errors on the part of the devs.
The controls of the game are perfect with little scope of a mistake and the game is very well designed.
It's already been confirmed, that Wii U is indeed more powerful than the PS3 & 360, also Wii U's GPU has the ability to act and perform the same functions as a CPU, so that means the GPU can take alot of slack off of the Wii U's CPU, and that's what's going to make it possible for Wii U to keep up with the PS4 and next Xbox, it's called a Memory Intensified design, and it's a unique and very clever design of hardware by Nintendo, Wii U has a bit more power under it's hood than you think, just wait till 3rd partys start to master Wii U's hardware, I see good games on Wii U's horizon.
Your a real idiot man, ofcourse their not going to talk about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see games built for it from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new games and ported games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
With exceptional platforming and level design, more levels than you thought possible and stunning art and music the game is up there with the very best.
Although the story does a good job at justifying the diversity of the world, some of the art design is bizarrely appropriative in a way that doesn't really fit with the story being told (it really sticks out in a game that's very good about actually explaining the whys and wherefores of its world).
It has been designed to teach gamers how the Wii U GamePad works, much like Wii Sports before it, but it's still a very good mini-game collection in its own right.
Precisely the same as the US - equivalent Platinum release of the game, the Classic edition will feature Bring Down the Sky, the very same Future of Mass Effect documentary we've been talking about (below) as well as music, trailers and design galleries.
The sound design for obstacles as well as the music blend with the environment and fit the atmosphere of the game very well.
It's worth the effort, though, as this is a thematic and very well designed game that places you into the role of a person stranded on a mysterious island who must survive the random events that will befall you every turn while trying to make good decisions about building shelter, hunting animals, creating items, gathering resources and exploring the island.
Avatar Glide — 80 msp If you've played Super Monkey Ball you'll find this game a nostalgic classic fly your avatar through the hoops in some very nicely designed level, a very relaxing game and good fun to play aswell as being one of the few good avatar games out.
In comparison to other RPGs, which despite its constant mockery Stick of Truth is still trying to be, there's not a wealth of equipment to play with and it's generally very obvious which item is best to use, but in the game's defense the selection available works well with the overall design of the game.
While Just Cause 2 does over the top action well it's more of a pick «n» mix when it comes to mission design, you have a usual mix of race type missions which are fine though the car handling in the game is very slidy at points.
The track / level design doesn't stray too far from the standard race game formula of roads surrounded by grass and trees, but it does it very well.
Rather than simply throw handfuls of new modes into the mix DICE have opted to include just two very well designed new additions to the roster whose inclusion slips seamlessly into the game.
The gameplay is solid, there's a lot of missions to do and the purchase of new and interesting weapons from weaponized selfie sticks to full blown shotguns make for fun combat, the bikes albeit a little odd in design are kinda neat and also allow for a decent amount of customization which is a very welcome addition, the content though is all too similar to each other so the game is best played in short burst, otherwise one might suffer the pain of repetition.
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
Its rough edges initially made me wary, but a number of engaging gameplay mechanics, very well implemented visual design and stories full of mystery and intrigue helped me get past any negative associations and see this game for what it truly is.
When I sit down to design a game I work very hard for a long time to make it good.
Don't get me wrong, it's all very well designed and implemented, and the traditional Tales battle system is as perfect as ever, but it feels like a game without a soul.
Lethal League disguises itself as a simplistic party game; yet simultaneously has more than enough depth for players to have to grow into the gameplay to perform at their very best, while still retaining a pick up and play vibe due to exceptional gameplay design and balancing.
Gameplay and level design: The game is a space rail shooter and let me tell you as soon as you start playing it you will fall in love with how addicting the gameplay is and the levels are very well designed.
Items & equipment — Final Fantasy XIII had a very poorly designed equipment system where the player was supposed to pick one weapon for each character and then spend the entire game grinding materials to give that piece of equipment better stats.
Strikers Edge is a pretty pixel art game with a very focused design and a well - developed experience.
For my money, it represents the very best of my favorite genre — a game that invests in the seamless interaction of story, systemic gameplay and inspired world design.
It takes the core concept of that game and expands upon it immensely, adding a much larger map, an extremely satisfying counter ability, and some very challenging and well - designed boss battles.
These changes are all very welcome, but don't always mix well with the original game's design.
The open world exploration aspect is executed very well but the restricting nature of the game, constant graphical glitches, and poor design decision of a key aspect in the game (walking), will turn away many gamers who would have loved to add this title to their Kinect Collection.
There are very few issues with Fantasy Life's design as a whole, as it is a very well put together game.
Outside of the narrative, the game offers a number of reasons to return, with worldwide and friends rankings for time getting through each level and a very simple, but well - designed level editor that seems to have a lot of potential for some interesting levels created by those more talented budding designers.
It is a very well - known fact that Dark Souls has some of, if not the, best level design seen in any video game.
Also, as well as the reasons you mentioned, at the very start of gaming, arcades were a big thing (way bigger than home consoles in that era) so games were hard by design to get you to keep putting «quarters» in, and it took some time before people began to take new approaches to making games, basically.
He has proven time and again he understands good game design, and has a very open fervor and commitment to trying to make good games.
The range, designed to highlight some of the very best games to come out of Japanese developers, includes some massive hits with big discounts.
Zero - Sum games is a very important concept for game systems as well as rewards, so here is my perspective on it, as well as examples on what it means for game design.
We were both big Penny Arcade fans and the terms they offered were very favorable to us — we'd get most of the revenue from the games, a great deal of flexibility in design, as well as assistance from Penny Arcade with marketing & producing the games — so we eagerly agreed to make Penny Arcade's On the Rain - Slick Precipice of Darkness 3 & 4.
With the bongos, the distinctive style and design of this game worked very well.
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