Sentences with phrase «visual design feels»

The quality of the audio and visual design feels very stark, as the game's visuals are quite pleasing.
Ford SYNC isn't cumbersome to use, even if its overall visual design feels rudimentary.

Not exact matches

So, everything from the visual media components to the look and feel of the tasting venues were designed and created by Solid Light to highlight the unique importance of the water and triple distillation process, and take visitors on the 22 - mile journey from the spring waters at Sagamore Farm — trucked in daily to make Sagamore rye whiskey — to the distillery in Baltimore.
All fantasy - related player salaries, player usage statistics, historical player performance, stadium weather, lines, odds, betting percentages, betting systems, fantasy trends, fantasy systems, fantasy angles, homerun rate predictions, pitcher strikeout rate predictions, stadium trends, picks, articles, text, hidden text within source code, graphics, user interfaces, visual interfaces, photographs, videos, trademarks, logos, music, sounds, and computer code (collectively, «Content»), including but not limited to the design, structure, selection, coordination, expression, «look and feel» and arrangement of such Content, contained on the Site is owned by the Action Network Group or its licensors, and is protected by U.S. and international intellectual property and proprietary rights.
Philips AVENT Comfort Single Electric Breast Pump Key featues: • More comfortable pumping position due to design • Features a gentle stimulation mode and three pumping settings • Soft massage cushion with warm feel • Includes Philips AVENT Natural bottle and nipple for natural latch on • Intuitive assembly - easy visual matching of parts When you are comfortable and relaxed, your milk flows more easily.
A well - designed full - coverage cover like this one can help you feel relaxed (and modest), as well as keep visual distractions away from baby.
20.1 All intellectual property rights (including the various rights conferred by statute, common law and equity in and in relation to copyright, patents, trademarks, service marks, trade names and / or designs (including the «look and feel» and other visual or non-literal elements)(whether registered or unregistered) in:
7.1 All intellectual property rights (including the various rights conferred by statute, common law and equity in and in relation to copyright, patents, trade marks, service marks, trade names and / or designs (including the «look and feel» and other visual or non-literal elements)-RRB-(whether registered or unregistered) in:
While the gameplay felt unfinished and the visuals lacked polish, the different levels of difficulty were perfectly designed and proper gentleman mode was a great challenge.
Unique visuals and clever puzzle design help the philosophical puzzle game The Swapper feel fresh throughout its relatively short life span.
Hogg's sound design coupled with her meticulous visuals bring us into the growing anxiety that D feels.
As such, like another second - tier Marvel title before it, Guardians of the Galaxy, that allows for some deviation from the core Avengers films in terms of how things will look and sound, giving us a movie that feels organically different in visual design than most we've seen before, even if it still retains the same formula structure of the rest of the MCU features.
The dramatic scenes are hilariously ridiculous (often unintentionally so); many of the performances feel stilted and off - beat; and the combination of 3D visual design and an attempt to use more on - location settings (as opposed to sound stage or green screen) results in moments that feel unusually amateurish for The Wachowskis.
Each character feels like their own complete, unadulterated package, and all 14 of them fall under the same surprisingly delightful visual design of what I like to call «cutesy - grotesque».
Whilst fans were more or less unanimous in their praise of the game's visuals, many felt the game to be a basic rehash of the NES games, with similar enemies, bosses and even level design littering the game from start to finish.
Director Gareth Edwards really uses the production design and visuals to sell this film and make it look and feel epic.
Although the totality of Doctor Dolittle feels incredibly tired, there is some genuine creativity and brilliance on display by the computer visual effects technicians and Jim Henson's Creature Shop, which designed the animatronic creature effects, which were used in conjunction with actual animals.
Visual design handles the final look and feel of the eLearning course.
Gerry's wider remit is to guide all aspects of visual communications ensuring a strong link between design and all relevant agencies, resulting in a consistent look and feel between vehicles and brand communications.
But Cadillac says that's because they're betting the simplicity of the overall design will give it a long - lasting visual appeal that won't feel too dated too soon.
The hallmark M feeling is also conveyed by the M leather steering wheel, whose new design likewise takes visual cues from the double - spoke wheels.
When I received her design, though, I was amazed at the cover's startling depth of feeling and stunning visual impact.
Your book teasers are designed to incorporate the look and feel of your book — to borrow from its content and visuals to intrigue the viewer about your book and take them a step closer towards buying your book.
Please check out David's photostream for more incredible shots, but to move that warm feeling into more of a mindblowing state, visit his visual design website showcasing his work in photography, animation and drawing.
But that feeling is fleeting, lasting for just ten or fifteen minutes, after which repetitive track design and visuals begin to drag your enjoyment down.
+ Exceptional sound design + Solid flight and combat mechanics + Stunning visuals + Very large game world - Boring and repetitive missions - Can feel incredibly lonely and lifeless - Needs more in - game tutorials
Intuitive, ingenius fighting system -LCB- Great design and visuals -LCB- Captures the feeling of «being» the Dark Knight
Developed by Spark Unlimited rather than Capcom's internal team, the game's visuals look great, and while it's apparent that there's a slightly different style to the visuals, the characters look good and there's a definite continuity of the original Akrid designs and various other aspects of the game world, so it feels like part of the same universe.
The visual and sound design emphasise that feeling.
The game also features some mini-games, although I was a little disappointed with the quality — while I enjoy the artistic style of the game, the mini-games often had more basic designs, such as a sword fight which consisted of simple controls and cartoony «chibi» renditions of Morgane and her opponent — while I didn't expect anything too complex, it would have been nice if these parts had all been designed in the same visual style as the rest of the game, as they felt a little out - of - place.
With visuals such as these, an atmosphere as thick and sound design as unnerving as this I may think twice before recommending horror titles to those who feel different than I. (Maybe if I'm in a sadistic mood one day, so no promises made.)
While it clearly uses Zelda as a template, Oceanhorn still feels like an original experience thanks to its excellent visuals and level design.
The details in the visual and structural design of the levels make London feel like a city that is dead, inactive, desolated and dormant, but that contains life that prefers to go unnoticed and plenty of remains of what it used to be before the outbreak.
It's clearly not from this console generation, but it has a style and feel that allow players to enjoy the design (heavily influenced by the art and aesthetics of the Star Wars prequel trilogy) without being bogged down in outdated visuals.
The visual design of the world is absolutely wonderful, filled with little hidden details that really make it feel like a fantastic place to explore.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
When finding my way around, however, I wished they chose the more traditional sacrifice of visuals rather than level design, as each time I went back over an area I had cleared it felt longer than the last, building to a frustrating eternity of dead ends, without any sight of the right path.
Visuals and design would all count for nothing if it didn't feel right, though.
Like the visuals, the sound design in Rogue feels like a step backward from Black Flag.
Puzzles and boss fights are just the right complexity and the level design is spot on... From the control scheme to the visual design the game just feels «right» as though all elements are working in harmony.»
In regards to the presentation, Abyss Odyssey is filled with lush designs and visuals coupled with some nice audio effects to help players feel immersed in the environments within.
Dubbed Wonder Boy Returns, the new version aims to keep the same feel of the original gameplay with newly designed visuals.
While the gameplay and overall feel of the game are clearly inspired by the arcade classic, the updated visuals, VR specific design concepts, and innovative features like a multiplayer co-op mode that takes advantage of the mics built into the Oculus Rift and HTC Vive, ensure the game feels fresh.
You still use the thumb sticks to move and unleash your weapons, but doesn't feel like a retread because of the visual design and of course, being a ninja instead of a space craft or zombie hunter.
The Last Tinker doesn't go crazy with visual effects and doesn't feel like a next - gen game, but it stands on its own as a polished and well designed current generation offer.
With Persona 4's dungeons, each one boasted their own aesthetic variances and visual design, but each floor and respective section of a dungeon felt decisively repetitive and stagnant, with the actual floor layout being procedurally generated.
Beyond that level of play, you may begin transforming into a red eyed creature with stubby claws that avoids any level of interaction that doesn't require quickly tapping buttons as the visuals and sounds compete to see whether your heart might explode before your eyes suck back into the sockets as you become what rhythm games are here to make us by design — a perfect being of light with fingers that react to the harmony that comes from feeling the music in your soul.
Sure, you might not feel the creepy thrills Doom used to offer anymore, but its great level design and those iconic sounds and visuals are worth dipping into just the once more.
Yet Housemarque expertly tames the visual madness with clear art design, which means that every death feels deserved.
It has shape and texture in everything from the visual design to the way you engage with the game space to the way you feel as you play through it, so long as you're receptive to what's being presented.
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