Sentences with phrase «visuals from other games»

Music is what you would expect too, especially during certain themed events (e.g. Dream Events) that represent some of the more recognizable visuals from other games.

Not exact matches

Its physics system is worthy of praise and the visual environment fits well within the game but after a while, Baseball Riot becomes too repetitive and the game features nothing that makes it really unique or that sets it apart from other like - minded games.
While the visuals are not overly impressive, they look good for the most part and there is a nice variety of tracks that range from beaches and airports, to downtown and many other places, which does help the game feel less repetitive.
Other than that, I love the idea behind the collection, bringing it to a more current console for a more current generration of gamers I think is a superb idea, and from your write - ups from your Konami visit, the enhanced visuals sound like something to look forward to!
It's quite strange — sometimes, game's visuals benefit from the teeny tiny handheld screen, and other times from TV mode.
Both Mega Man 7 and 8 were released on the PS1 and the visuals are a step up from any other Mega Man games released in the series at this point.
The visuals were good enough and never detracted from anyone's enjoyment of the game, but it simply failed to live up to the splendor of other games released at the time.
However despite similar visuals, Happy Home Designer's core gameplay is vastly different from other Animal Crossing games.
Other than that, the visuals are untouched aside from the upgrade to the resolution so the game still sports a rather last generation look.
The new entry for the PS4 will also incorporate gameplay elements from other games in the series and feature updated visuals, promising a stunning display of the PS4's abilities.
The visuals in Nights of Azure is one aspect that sets it apart from the many other games that Koei Tecmo has released as of late.
takes all the very best elements of the classic arcade game Space Invaders, updates the visuals, adds some upgradability, and sends you on a mission to fight off pesky alien invaders from Earth, the Moon, and even other planets in the Solar System.
The reason Wind Waker never made it into the final product was «as it differs so drastically from the other titles with its visuals and the world, it was hard to bring those games together», so the idea was forgotten.
The animation fo the characters looks great, and is a nice change from other games with this visual style that doesn't bring the characters to life in the same way.
Following the success of Super Mario Maker on the Wii U — a game that let players create their own stages using visual styles from various Mario titles and play through others creations, it was only natural that the game be ported over to Nintendo's handheld, thanks to the portable console's touch screen.
8 - bit inspired visuals with current gen flare Soundtrack by Misoka and Rushjet1 Over a dozen unlockable characters with different abilities, some as featured friends from other games Over 100 stages to clear Three save files Multiple endings
- 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
With nice looking visuals and a prime game - show feel to it, you and your teammates select your proffered characters from a variety of champions, each one with their unique abilities and play style, you fight together against other teams as you aim for victory.
The visuals in Mafia 3 are a bit of a mixed bag because at times the game looks good but at other times it looks pretty bad with some textures looking like they are from the PS2 era (that is no exaggeration by the way), it almost looks like they hadn't fully rendered properly.
Sadly, the game does suffer from some graphical issues, like pop - in and other visual glitches.
Since then, the Flash game went on to pick up an impressive three nominations from the Independent Games Festival (Grand Prize, Visual Art, and Audio), and was shortlisted in a couple other indie game award shows, too.
Other enhancements in the PS4 version, according to Dualshockers, consists of a majority of the game's DLC content being included, with the exception of female swimwear costumes; modes only playable after completion such as chibi mode being unlocked from the beginning; a «visual editor» that allows the players to alter the game's surroundings; interactive livestreaming; and your PSN ID appearing on the crowd in Akihabara when viewing someone's livestream.
What sets this game apart from most others is the enchanting story telling mechanics and spectacular visual representation.
From visuals to gameplay to the story, Rise of the Tomb Raider feels like the natural evolution the series needs to continue establishing its well - deserved place amongst the other great action - adventure games out there.
Fan art, or fanart, are artworks created by fans of a work of fiction (generally visual media such as comics, film, television shows, or video games) and derived from a series character or other aspect of that work.
Aside from the visual novel elements, which play out just as any of the other Danganronpa games (and a million others) do, there are quite a few elements that come together to make this one a whole.
Kholat differs from other horror games due to the incident it was based on, and how well it pieces everything together to create one of the most compelling visual recreations we've had since the tragedy on Kholat Syakhl occurred.
Available now for Xbox One, the all - in - one games and entertainment system from Microsoft, the PlayStation ® 4 computer entertainment system, and Steam, Aaero combines shooting, flying, mesmerizing visuals and amazing enemy encounters into a beat - powered, kinetic experience like no other.
Between the different art styles from the majority of other visual novels that come to PlayStation Vita, we again were excited to get our hands on the game and begin learning about what exactly Bad Apple Wars was all about.
The quality of the story experience goes without saying, but I feel that the PlayStation 4 version has such a wonderfully unique color and visual style that just could not be done in games from any other series or made in any other country.»
The game's soundtrack offers a range of classical tracks from Beethoven, Mozart and other composers, but also features a range of humorous sound effects to compliment the visuals.
The lush visuals and imaginative scenes also set this game apart from other titles.
Adult - themed visual novels were also quick to gain both a lot of attention and a lot of ridicule from people who felt as if those games didn't belong on Steam, while others really wanted to play them.
Other than that, I love the idea behind the collection, bringing it to a more current console for a more current generration of gamers I think is a superb idea, and from your write - ups from your Konami visit, the enhanced visuals sound like something to look forward to!
However, it is worth noting that the game makes up for this drawback by implementing a «stylized realism» visual style that ultimately set the games apart from other games within the genre and allow the visuals to remain pretty consistent across various systems.
Weapons and abilities have been added from other games in the franchise and the visuals have been given a 2.5 D overhaul.
While the visuals for the game might be enough to distract from some of the other issues; they can't hide the game's storyline.
While the characters might lose definition when playing with three other players, offline or online, the visuals in this game benefit from Crystal Dynamics only having to develop for next - gen consoles.
The interesting thing is how the line blurs on other games that utilise designs from other genres whilst still retaining the visual mecha based element.
The game is far removed from other systems in terms of visual polish.
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
On the other hand I think older gamers, especially those with a soft spot for the original Outcast, will absolutely love to return to it with modern visuals being a strong selling point, but also because the game maintained the same feeling gameplay from the original.
Meanwhile, the original Super Mario Bros. gains the new «Mystery Mushroom,» which contains costumes that give Mario the visual appearance of other video game characters, from Nintendo's own Link, Samus, and Donkey Kong to characters like Mega Man and Sonic the Hedgehog.
Aside from its 3D visuals, Mario Kart 64 didn't do anything to separate itself from the Super Nintendo version of the game, unlike every other entry in the series.
The other problem arises from players being forced to rely on the game's visual indicators rather than tapping buttons rhythmically due to the inclusion of half notes in some of the combos.
There are others thinking about visual party game solutions using cellphones, too, from Jackbox Games to Sony's relatively slept - on PlayLink series.
The visuals are functional rather than inspiring, and the game often suffers from frame rate drops, slowdown, tearing, glitches and other irritations — but it's never enough to spoil the experience.
[Game Features] 1:1 Hardcore Battle low specification, low Download size, but High quality visuals 25 kinds of strategic skills Competition from other Gladiators
Any other gamer will run away from its strange visuals, the minimal use of technological resources and and idea that, far from the innovation intended, it goes in the opposite direction.
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