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Journey | Full Gameplay | No Commentary | PS5 | 1080p60 FHD
Developer: Thatgamecompany /\ https://thatgamecompany.com
Publisher: Sony Interactive Entertainment /\ https://sonyinteractive.com/en
Release: (PS3) March 13/2012
Played on: PS5
Capture hardware: elgato HD60 S+ /\ https://www.elgato.com
Capture software: OBS Studio /\ https://obsproject.com
Edition software: Wondershare Filmora /\ https://www.wondershare.net
My Rating:
Story:-- 9
Graphics:-- 9
Sound:-- 9
Level Design:-- 9
Difficulty:-- 7
Control:-- 9
Replay Value:-- 6
OVERALL:-- 7.5
Journey is an indie adventure game co-developed by Thatgamecompany and Santa Monica Studio, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Microsoft Windows in June 2019 and iOS in August 2019. In Journey, the player controls a robed figure in a vast desert, traveling towards a mountain in the distance. Other players on the same journey can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names until after the game's credits. The only form of communication between the two is a musical chime, which transforms dull pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The developers sought to evoke in the player a sense of smallness and wonder and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story. Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the greatest video games of all time. Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards. A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released in August 2012.
--MIG
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Flower | Full Gameplay | No Commentary | PS5 | 1080p60 FHD
Developer: Thatgamecompany /\ https://thatgamecompany.com
Publisher: Sony Interactive Entertainment /\ https://sonyinteractive.com/en
Release: (PS3) February 12/2009
Played on: PS5
Capture hardware: elgato HD60 S+ /\ https://www.elgato.com
Capture software: OBS Studio /\ https://obsproject.com
Edition software: Wondershare Filmora /\ https://www.wondershare.net
My Rating:
Story:-- 8
Graphics:-- 8
Sound:-- 9
Level Design:-- 8
Difficulty:-- 6
Control:-- 8
Replay Value:-- 5
OVERALL:-- 7.5
Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues. Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.
-- MIG
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