在个人电脑上,这个游戏具备了一切—虚构的故事和人物、充满挑战的可玩性以及高质量的画面。
On PC, the game had it all – imaginative story line and characters, challenging gameplay, superb graphics.
Laurence:我一直很辛苦地工作了12年。因为这个原因,我错过了一切——孩子的生日、游戏等等。
LAURENCE: I worked really hard for 12 years, and because of that, I missed everything-the kids' birthdays, games, etc.
让我们回到诺丁汉,回到这个“游戏之城”,现在我身边的这个人就是一手造成所有这一切的伊恩·西蒙。
So back up here in Nottingham, back at 'game city', I'm with the guy whose fault it all is.
人物角色、剧本、布景、摄影技巧,以及这个虚幻的世界本身,这一切就足以让《权力的游戏》成为最热剧集之一。
The characters, the writing, the sets and camera work, and the fantasy world itself, all of them areenough to make Game of Thrones one of the best TV shows on air.
实际上这个游戏中的一切,在某种形式上都有一个失败几率。
Practically everything in the game has a failure rate of some type;
一切尽在这个背景绚丽、怪物成群的动作游戏之中。
All in a fully action packed game with colorful backgrounds and fearsome monsters.
当你提出了一些能概括这个游戏设计的哲学观点,自由的说出一切你想说的话吧。当然,你可以把“哲学观点”这个词,换成“我的游戏设计目标”,或者别的什么。
When you create some of these overarching philosophical points about your design, say whatever you want. Also, feel free to change it to "My game design goals" or whatever you like to call it.
以下是我亲自处理这个问题:当我觉得不知所措我的“待办事项”我挑战自己创造的一切让我可以去没有一个游戏。然后,我删除尽可能多的东西可以从我的名单上。
Here's how I personally handle this: When I feel overwhelmed by my "to-do list" I create a game by challenging myself to let go of everything I can do without.
从战斗到项目的对话,这个游戏的一切都是为了让你至少有一点精力的消耗。
From the combat to the items to the conversation, everything about this game is designed to make you crack up at least a little.
从战斗到项目的对话,这个游戏的一切都是为了让你至少有一点精力的消耗。
From the combat to the items to the conversation, everything about this game is designed to make you crack up at least a little.
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