But at the end of the day you are talking about a very thin physics puzzle game where the characters don't have much of a story.
The firm that dominates the field of in-game physics is Havok, based in Dublin, Ireland.
Hill Climb Racing is an awesomely addictive physics based driving game where you face the challenges of six unique hill climbing environments.
But how exactly do the physics in the game work?
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The same physics-based game mechanics are at play in Bad Piggies that made both Cut the Rope and Angry Birds so popular, and they're just as fun in this time around.
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If one of the discs hits a combatant, he'll shatter into glassy fragments, and Sam, absorbing the physics of the game, must learn to treat his body almost as part of the surrounding architecture.
The physics are apparently a modified version of Box2D, which I personally have experience with and am embarrassed looking back at my own attempts to work with it after playing Intrusion 2, as I had not ever seen a game use physics like this while managing to still look fairly natural.
Unfortunately, while it's less of a defined experience than something like the sword game on Wii Sports Resort, you're still working through a library of sensed, pre-defined actions instead of a true 1:1 fighting game with simulated physics.
As well as enhancing the realism of the game world, realistic physics is also being incorporated into the gameplay.
Real world physics now apply to everything in the game, including collisions and falls.
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The game enables real-world physics, making interaction truly intuitive, and allows you to step inside the world of Amnesia.
As game worlds become more complex, with more items and more elaborate possibilities, there is more need for a physics model to determine how items in the game world behave, he says.
The craze in Finland at the time was for physics games, in which the action in a game replicates the force and mass of the physical world instead of cartoonish explosions and speeds.
Knobs and switches on its World Core synthesizer module adjust the game machine's maps, graphics, characters and even physics through voltage tweaks.
At E3, the Epic representative breezed through a level editor that looked more like a game itself, changing the properties of items, lighting effects, and particle physics with single clicks, before opening up a screen showing a flow chart of boxes that contained every script running in any given room.
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