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183 Sentences With "explorable"

How to use explorable in a sentence? Find typical usage patterns (collocations)/phrases/context for "explorable" and check conjugation/comparative form for "explorable". Mastering all the usages of "explorable" from sentence examples published by news publications.

There is a mythology with origin stories and an explorable cosmos.
Now someone has done it in fully explorable, browser-friendly 3D.
Silhouettes: An Illustrated Inventory is explorable online through the American Antiquarian Society.
Case even made an Explorable Explanations tool to help others make similar interactive experiments.
The new trailer shows off massive explorable worlds, and towering enemies and flying fortresses.
In Dreams, players can create entire explorable worlds, with puppet-like characters to possess.
Watch Dogs 2 sets players loose in a freely explorable recreation of San Francisco.
This world was designed to be eminently explorable—essentially knowable—in a short time frame.
The story that won — called Fluffletopolis — is now available as an explorable world in Minecraft.
Check out the 360° video above, explorable by clicking and dragging your mouse across the screen.
Compared to other open-world adventures, the explorable districts of the Yakuza games are rather small.
At the end of season three, a gate system is opened, revealing hundreds of explorable planets.
Fundamentally, it's a stealth game where every level is set in an open, freely explorable space.
The titular sinking city is a fully realized and explorable place, full of big and small stories.
The results are visualized, explorable and help to quickly create an overview of the field of study.
It was a fully 3D platformer, with full analog control, huge open levels, and an explorable castle.
Bethesda's open world RPG sets players loose in a freely explorable domain of snowy peaks and rocky steppes.
The explorable space in Captain Spirit isn't very large, but it's dense, and the layout feels more natural.
By combining two distinct types of thinkers, the project became its own behemoth with an explorable, interactive narrative.
Additionally, the gallery features a kiosk to explore an accompanying virtual student exhibition, which is also explorable online.
Some new content includes an explorable museum where users can learn some of the history behind the 16-bit games.
If you don't have goggles, check out the 360° video above, explorable by clicking and dragging your mouse across the screen.
But the winner is Breath of the Wild, with 23.7 square miles of explorable terrain (almost exactly the size of Manhattan).
All we know about Agents is it's a single-player, story-driven action game set in a freely explorable open world.
The game's "Dark Zone" is a large, freely explorable chunk of midtown Manhattan that's been walled off due to heavy contamination.
The game takes full advantage of the console's 64-bit processor, creating explorable 3D environments that were unmatched at the time.
The pitch is that it promises a completely explorable and interactive universe the likes of which the public has never seen.
Both parts will introduce new explorable areas with dozens of unique Pokémon that can&apost be found in the main game.
When the game launched in 2007, just a few areas that played prominently in The Fellowship of the Ring were explorable.
Take their 2018 Explorable Explanations titled The Wisdom and/or Madness of Crowds, distilling the theory of how ideas spread like diseases.
Using the latter two, you fix your ship and fly off to wander a galaxy populated by quintillions of fully explorable planets.
It opens with 51 portraits of these individuals, many photographed by Carl Van Vechten, explorable through a touchscreen that includes their biographies.
The jargony genre name is the 2.5D platformer, as in they occupy two and a half dimensions, rather than fully explorable 3D worlds.
Starlink: Battle for Atlas takes place in a large sci-fi universe, which spans seven explorable planets that you can seamlessly travel between.
The story plays out in a freely explorable solar system featuring multiple planets and points of interest in space for you to visit.
Better, all of this plays out against the backdrop of a massive, freely explorable mountainscape shared by the game's community of online players.
Booth was who demoed the VR selfie stick, explorable 360 photo spheres, and virtual mailbox for sharing at Facebook's F8 conference last April.
The "Pokémon Sword and Shield" Expansion Pass will add two explorable areas and more than 200 new and returning Pokémon to the games.
You can also share entire scenes with friends who also have the app, who can then interact with your GIFs in an explorable space.
These games, let's call them "engaged worlds," build an explorable setting that isn't merely a web connecting various adventures, but is the adventure itself.
Super Mario Odyssey appears to be a successor to Super Mario 64 and Super Mario Galaxy, in which Mario navigates large and explorable spaces.
Forsaken sends guardians to a new explorable space, the Tangled Shore, to hunt down those responsible for killing friend and fellow guardian, Cayde-6.
Watch the 360° Save Every Breath: The Dunkirk VR Experience in the video above, explorable by clicking and dragging your mouse across the screen.
Usually, that reality gap is only a background hum, like tinnitus, but there's something about an interactive, explorable world that cranks up the volume.
The company isn't looking to be very subtle with its ambitions of creating a wide network of explorable worlds that will grow to rival reality.
Google wants the entirety of the internet to be explorable in virtual reality, and it's started using its mobile Chrome browser to make that happen.
It reminded me of the early promise of open world games—an explorable world where the player could get lost and forget about their troubles.
In "The Caves of Northern Thailand," an online guidebook updated this year, the cave is described as explorable only from November to June due to flooding.
After a few real-life days of drifting once more, having particularly bad luck finding anything explorable, I begin to orbit a cracked white ice ball.
Within its limits are some of the most iconic, explorable landforms on the planet, including Upsala Glacier, the famous Perito Moreno Glacier and Mount Fitz Roy.
Google's new VR Shell for Chrome raises the possibility of a one-size-fits-all approach to making every website explorable in 360-degree virtual space.
Inland water isn't merely a breach in the freeway, but an intricate arterial network of its own, explorable by boat if you happen to have one.
In "The Caves of Northern Thailand," an online guidebook last updated this year, the cave is described as only explorable from November to June due to flooding.
This team of game designers, carpenters, and illustrators have built an extensive, fully explorable world that gives players real-time control over analog character movements and interactions.
The game opens things up significantly with a freely explorable world for you to navigate and an upgrade tree that feeds you more tools to play with over time.
The Notre-Dame Cathedral was featured as a fully explorable building in the 2014 Ubisoft video game Assassin's Creed Unity, which is set in Paris during the French Revolution.
At release only San Francisco is available, including all of its skyscrapers, landmarks, and monuments, but Chicago and New York will also eventually be explorable as additional downloadable content.
The stern section of the ship sank two years later, but the bow remained upright and explorable for another decade—which is exactly what tourists like Mike Langmayer did.
The game's plot revolves around humans' search for a new, habitable planet; each of the game's Golden Planets represents a literal world of possibility explorable via immersive, stunningly visual gameplay.
Far Cry has always been a sandbox-first game, where the vast, freely explorable world is driven by self-governing systems that are meant to make the world feel alive.
But even these are going to find the jump from a 2D screen to an explorable 360° environment heavy on development resource and a giant leap in terms of playability.
Younger people see everything as the ability to explore the seemingly un-explorable or re-create themselves to friends in a setting that's as compelling as a big-screen movie.
Most saw their drive to complete the meaningless task as a testament to Nintendo's accomplishment in making Breath of the Wild one of the most organically, endlessly explorable games ever created.
" In fact, it's safe to assume there are more explorable layers in any experience, according to Ellen Langer, a professor of psychology at Harvard and the so-called "Mother of Mindfulness.
The story — which is set once again in a freely explorable open world caught between the forces of Heaven and Hell — pits you against physical manifestations of the Seven Deadly Sins.
Considering the fact many games screw things up trying to produce ten interesting levels, it's understandable you might be leery about the prospect of a functionally unlimited amount of explorable worlds.
Similarly, as the choice of venue hints at, the virtual environments in this project were more than just entertainment pieces to gaze over; the work was navigable, explorable, and fully engrossing.
Reported by The Japan Times, the park, which will be an explorable, real-life version of the beloved worlds created Ghibli co-founder Hayao Miyazaki, will officially open near Nagoya in 2022.
But more importantly, an emphasis on vehicles demands the mini-campaigns return to the style of large, explorable play-spaces of early Battlefield games, before Call of Duty became the developer's moving target.
NC: The Explorable Explanations have a weird origin story because they came out of a desperate, last-ditch effort to save a failing crowdfunding campaign for a game on surveillance called Nothing To Hide.
"Super Mario 3D World" also borrows the overworld map concept from "Super Mario World" (the SNES game) and evolves it to its next logical conclusion: as an explorable world unto itself, full of secrets.
The game sets players loose in a massive artificial universe, with 18 quintillion — yes, that's an 18 with 18 zeros after it — fully explorable planets, each the (virtual) size of a planet in our reality.
If anything, this explorable microcosm of internet culture exemplifies that some people can't stomach (or deep throat) the type of taboo or depraved culture found on digital platforms when confronted with it outside a screen.
And one of the best features of the game, the Portkey portals, will let players step through a large blue swirl of energy and into a fully immersive AR game environment, explorable through your phone's camera.
As a bonus, columns often include an explorable Google Map that marks each highlighted activity, and the write up includes time stamps at each destination, which means "36 Hours" also doubles as a pre-made itinerary too.
So by dotting these shrines around—a larger number of them, but with each smaller in size than the older-style dungeons—it helped bring up balance, and break up the huge world into smaller, explorable chunks.
Every planet in the game is meant to be fully explorable, and the things you find there — the cities, smaller settlements, ruins, wilderness, weather patterns, and crater-pocked wastelands — are all dictated by the fictional history that created them.
The first episode, which premiered at the IMAX VR Centre in Los Angeles on May 19, is now available in the Oculus Store for Samsung Gear VR. Check out the 360° video above, explorable by clicking and dragging your mouse across the screen.
The Google garage, as it was in 1998, is now explorable on Street View, complete with many CRT monitors, cables galore, and a washer and dryer that Google co-founders Larry Page and Sergey Brin gleefully used as part of their rent.
Employing a first-person view of explorable areas and the MegaTen style of "pegboard" world maps in which you cruise around a game board-like map in order to advance, it abandons overworlds and open exploration via world maps in favor of simplified navigation.
In many ways it hews to the popular conventions of the "open world" genre — a term that arose to describe titles like Rockstar Games's famed Grand Theft Auto series, which tossed aside the linear levels of older games in favor of endlessly explorable virtual environments.
Noctis has quite a few planet types, ranging from crater covered rocks and lush forest worlds teeming with simple life, to ocean covered planets and gas giants that are magnificent to behold but obviously not explorable—but the first planet I land on is fairly insignificant.
Most explorable explanations provide guidance using prose. This is the approach used in several explorable explanation creation platforms, including Observable created by Mike Bostock. Some others use voice-over narration.
Explorable explanations are increasingly being created by journalists, sometimes by organisations that formerly focused on print news media and radio. In 2015, FiveThirtyEight collaborated with The Marshall Project to produce an article on prison parole assessment that included a explorable explanation of the effects of policy changes on prison populations. The article was cited by the Columbia Journalism Review as an example of how explorable explanations could be used to advance digital storytelling. Newsgames may be considered explorable explanations.
An explorable explanation may or may not involve rewards, and most involve none.
The term "explorable explanation" was first used in passing by Peter Brusilovsky in a 1994 paper, but did not enter into common use until 2011, when Bret Victor published an eponymous essay (the essay included an explorable explanation of a digital filter). Victor distinguishes explorable explanations from isolated interactive widgets and visualizations by the fact that they deliberately guide the attention of their audience towards particular phenomena within the simulation. In characterizing the concept, Victor explains: > Explorable Explanations is my umbrella project for ideas that enable and > encourage truly active reading. The goal is to change people's relationship > with text.
Board games such as The Landlord's Game (the precursor to Monopoly) involve a simulation and so can be described as analogue precursors to explorable explanations. The PLATO computer system, which predates the personal computer, was the first platform for what would now be called explorable explanations Many explorable explanations predate the popular use of the phrase. For example, the Plato system, a computer-assisted instructional system created in 1960 depicted to the right, used interactive examples to teach concepts to students. In 1996, Mitchel Resnick created an explorable explanation of emergence using Conway's Game of Life as an example.
Screenshot from Parable of the Polygons by Nicky Case, an explorable explanation that simulates racial segregation, which allows the audience to control how "shapist" the entities in the simulation are. An explorable explanation (often shortened to explorable) is a form of informative media where an interactive computer simulation of a given concept is presented, along with some form of guidance (usually prose) that suggests ways that the audience can learn from the simulation. Explorable explanations encourage users to discover things about the concept for themselves, and test their expectations of its behaviour against its actual behaviour, promoting a more active form of learning than reading or listening.
The most prevalent examples of explorable explanations concern topics within mathematics or computer science. There are numerous explanations of concepts within statistics and machine learning as well as of specific algorithms. Explorable explanations have a bias towards focusing on these topics, and when the subject matter comes from disciplines of empirical science, there is a tendency to focus on quantitative models from within the discipline. This is true even in the case of explorable explanations about disciplines where quantitative models are less common, such as social science.
Other newsrooms such as Bloomberg Businessweek, The New York Times, and The Guardian are also notable for their use of explorable explanations to tell stories, for example covering topics like climate change, drug overdoses, and economics. FiveThirtyEight has also used explorable explanations to cover topics such as gun violence and p hacking.
On December 18, 2008, the North American continent was added, which features New York City as a new explorable city and the United States and Mexico as explorable countries. These contain a few dungeons, but greatly expand the map in Atlantica. Developers have also mentioned the possibility of adding the continents of the Southern Hemisphere, excluding Antarctica.
As part of this project he wrote an essay about using interactive models when communicating about science, which popularized the term "explorable explanation".
The target audience for explorable explanations has historically been limited by available software distribution platforms (although some have been made for specific museums, without any intention of wider distribution, including some created by Karl Sims). Due to the fact that explorable explanations have not previously been successfully monetized, physical media such as CD-ROMs could not be considered. Since the 2000s, explorable explanations have become more common, because of widespread internet access and increased computer graphics possibilities within web browsers, for example via SVG, WebGL, and HTML5 canvas API. This allows complex simulations to be accessed instantly and shared on social media.
These form the backbone of the storyline in each campaign. Each requires a party of 4–8 players (and sometimes NPCs) to complete certain objectives. The party fails the mission if every member dies. ; Explorable Area : Unlike cooperative missions, your party can die in explorable areas without grave consequences, and you will be respawned at a "resurrection shrine", but there are exceptions.
These form the backbone of the storyline in each campaign. Each requires a party of 4–8 players (and sometimes NPCs) to complete certain objectives. The party fails the mission if every member dies. ; Explorable Area : Unlike cooperative missions, your party can die in explorable areas without grave consequences, and you will be respawned at a "resurrection shrine", but there are exceptions.
The explorable area introduced in The Isle of Armor draws inspiration from the Isle of Man while the area in The Crown Tundra is based on Scotland.
Edmond Tran of GameSpot also gave a mixed review, criticizing the game's side quests and Lara's character development while praising the story missions, graphics, environments and explorable tombs.
The term has since also been characterized as being about learning through play. The related term "active essays" was used by Alan Kay to refer to text-based explorable explanations, and a major goal of Squeak (the precursor to Scratch) was to allow for the creation of them. A few video games may be considered explorable explanations. For example, Sim City uses a complex city simulation that is intended to present issues that appear in real-world urban planning.
Every building throughout the world was enterable and explorable to the player, ranging from suburbs, towns, cities and prisons. The Dead Linger features many gameplay mechanics. Some of the more notable mechanics included free-form barricading, a fully explorable world not limited by invisible walls, loading screens, or impassible obstacles, and modular housing and zombies. There were to be First-person shooter and survival horror elements, including melee and ranged weapon mechanics like hitting and shooting, running, jumping, (soon) swimming, hunting and skinning animals, etc.
The bias is due to the fact that explorable explanations involve a programmed simulation which is required to follow a consistent mathematical model or formal system. Jonathan Blow has argued that this requirement forces subject matter to be dealt with more rigorously than other mediums such as speculative fiction. Additionally, since the simulation requires a visualization, there is a certain bias towards subject matter close to geometry. For example, there are at least three explorable explanations about special relativity including A Slower Speed of Light.
"Cineville, Westlake create Keystone". Variety. Retrieved 2018-08-15. The original Keystone Studios lot was an explorable location, as well as a major plot element, in the 2011 video game L.A. Noire, published by Rockstar Games.
The park was established 1922. Some of the more recent history that is explorable within the park include Wheeler's Wonder Lodge (Naiset) (1924), Assiniboine Lodge (1928), the first ski lodge in the Canadian Rockies, and Sunburst (1928).
The PlayStation 3, Wii, and Xbox 360 versions feature nine explorable levels. The Microsoft Windows, Mac OS X, PlayStation 2, and PlayStation Portable versions feature twenty-four levels, and the Nintendo DS features fourteen explorable worlds. The Wii is the only version of the game that features 3 head-to-head multiplayer modes, while the Nintendo DS version features co-op modes playable as WALL-E or EVE. As the player plays through the levels of the Nintendo DS version, they unlock clips from the movie viewable at any time.
The explorable section of Ivalice in Final Fantasy XII. This map focuses solely on a small area centered on the Galtean Peninsula. Ivalice proper extends beyond its confines. In Final Fantasy XII, Ivalice covers three continents, Ordalia, Valendia and Kerwon.
Like the original game, player versus environment game types makes up the majority of the game. Areas to explore include Earth's European Dead Zone (which was only represented by PvP maps in the original), Saturn's moon Titan, Jupiter's moon Io, and the centaur planet Nessus. The Curse of Osiris expansion adds Mercury as an explorable area, while the Warmind expansion adds Mars. Forsaken adds two new explorable areas in the Reef: the Tangled Shore and the Dreaming City, the latter being the mysterious sanctuary of the Awoken race and an end-game area that is accessible after completing the campaign of Forsaken.
On July 1, 2014, Season 2 of the Living World began with the Gates of Maguuma release, which added a portion of a new explorable area, Dry Top, and changed the way Living World releases worked, no longer making them time-gated to complete. This was followed by Entanglement on July 15, 2014, which added more explorable sections to Dry Top, and added more achievements, new weaponry for players, and a new story segment. On July 29, 2014, The Dragon's Reach: Part 1 was released. This was the first in a two-part set of releases.
Screenshot of a Phet simulation, intended for use in a classroom. Since they do not involve a physically-present teacher to guide the user's interaction, most explorable explanations instead provide guidance using explanatory text. Explorable explanations can differ widely in the kind of "guidance" that they give regarding how to interact with and think about their simulations. In some cases, guidance is intended to come from teachers in a school setting; this is the approach advocated for using PhET Interactive Simulations created by Carl Wieman, and they have been found to be an effective complement to traditional chalk and talk lessons.
Explorable cities include Winchester, London, and York. Parts of Norway will also be included. As with previous games in the series, Valhalla features a narrative set in the modern day. This story will follow Layla Hassan, a character featured in Origins and Odyssey.
The planet appears in Lego Star Wars: The Complete Saga during the first two story levels of Episode V and in the Battlefront series as multiplayer maps. It will also be a fully explorable hub world in the upcoming Lego Star Wars: The Skywalker Saga.
Sega Power wrote that despite their skepticism, they found it "excellent" and easily "the most explorable and playable" in the series. Electronic Gaming Monthly also compared Sonic 3 favorably to Sonic 1, 2, and CD and awarded it their "Game of the Month" award.
The player can play solo or together with other players. There is also a guild system where players can organize themselves into alliances. Communication takes place via an internal chat system. The Drakensang world known as Duria is a freely explorable open world similar to medieval Europe.
Arc the Lad III, the final Arc game for the PlayStation, was released on October 28, 1999. It was the only game in the collection to feature two discs. Similarly to the first two, this Arc game uses tactical battles and basic RPG elements. The explorable maps of Arc II return.
Brusilovsky is a recipient of NSF CAREER Award, SFI ETS Walton Visitor Award, and Fulbright-Nokia Distinguished Chair in Information and Communications Technologies. He also holds an honoris causa degree from Slovak University of Technology in Bratislava. Brusilovsky coined the term "explorable explanation" for media that uses interactive models to communicate scientific ideas.
NEStalgia is game for Microsoft Windows created by American indie developer Silk Games. NEStalgia was launched on February 23, 2011, then released for Steam on April 15, 2014. The core gameplay follows the classic Japanese role- playing game format (particularly Dragon Quest) with turn-based battles, random encounters, and explorable towns and dungeons.
If the player dies, they will respawn at a specific level checkpoint. In A Thief's End, the use of vehicles in an explorable environment was developed. It provides the player with unheralded freedom to take vehicles wherever they please, albeit, must be driven to a certain location to progress the story. In Among Thieves, multiplayer was introduced.
The games are played at espngames.com The games are reached through an interactive locker room and ESPN Zone respectively. The locker room features a wise-cracking Janitor named Willy who also appears in Home Run Derby and Throwdown, coaching players in how to play each of the games. It also features video and photo content, and explorable lockers.
The games are played at espngames.com The games are reached through an interactive locker room and ESPNzone respectively. The locker room features a wise-cracking Janitor named Willy who also appears in Home Run Derby and Throwdown, coaching players in how to play each of the games. It also features video and photo content, and explorable lockers.
Distill, is a peer-reviewed scientific journal covering machine learning. Articles may contain interactive graphics and so-called explorable explanations. The journal was established in March 2017 by Google, OpenAI, DeepMind, and Y Combinator Research. The editors-in-chief are Shan Carter (Google Brain), Chris Olah (OpenAI), and Arvind Satyanarayan (MIT Computer Science and Artificial Intelligence Laboratory).
The Resistance base acts as a hub with almost every area in the game freely explorable from it. The player is given a choice of missions to undertake for each section of the map. Completing one mission may unlock others. The player has only three lives to successfully complete a mission before receiving a game over.
Unlike the previous content packs, which added additional landmarks to the main map (Broken Steel added two very limited maps), or had new maps with restricted exploration capabilities, Point Lookout has a fully explorable wasteland. Point Lookout was released on June 23, 2009 for the Xbox 360 and the PC and on October 8, 2009 for the PlayStation 3.
Otherwise, the gene remains in the database until another user submits the same gene. The database of genes is not explorable, and no user contact details are accessible until a match has been made. Users may retract their submitted gene or delete their account at any time. Optionally, users are also able to query the database by genetic disorder or physical symptom.
Combat is secondary in HKO with focus on resource collecting and crafting. Several different locales based on, and named after, cities such as Beijing, Paris, London, Tokyo, and New York City are present as well wholly original and explorable areas. All players are represented by customizable human avatars. Available options during character creation include gender, hairstyle, eyes, skin tone, face and blood type.
The Poisoned Pawn is an upcoming video game, which is the seventh video game in the Tex Murphy series of detective adventure games, developed by Chaotic Fusion. In the same style as the rest of the titles in the series, it tells much of its story through live-action full-motion video sequences, coupled with fully explorable 3D first-person environments during gameplay.
In Arc the Lad, the world is only explored in a limited capacity. The player selects an area on a world map and then proceeds through the events and battles present in that area. Sometimes after a battle is fought, the player can explore the area in a limited capacity. By contrast, Arc the Lad II has a fully explorable world.
Many other games in the simulation genre have a similar intention, although with many it is not a necessity that the simulation be scientifically accurate. In the puzzle genre, games such as Miegakure and Incredipede also involve interacting with systems with the intention of learning. Video games may not involve explanatory text or narration. Educational video games have an overlap with explorable explanations.
The nearby Tian Cheng Temple, built in 1707, features a large rock-relief statue of the Chinese goddess of mercy, carved directly into the mountainside. Two more explorable caverns in the area are Ling Cave and Feng Cave. At least one guided-tour company operates combined tours to several of these mountain features. Visitor access to the biodiversity-protection areas in the mountains is controlled.
This equipment expanded the explorable regions in the Beaufort Sea. Drillships, however, had their limitations for Beaufort work. Icebreakers and other forms of ice management could generally conquer the difficulties of the melting icecap in the summer. But after freeze-up began, the growing icecap would push the drill ship off location if it did not use icebreakers to keep the ice under control.
Explorable areas are where quests are accepted and played out. Unlike a cooperative mission, players can work on several quests at the same time. ; Elite Mission : Especially difficult missions, with an 8–12 player party size, that require a high amount of preparation, skill, knowledge and time commitment. Having the correct team build is a must, and players must coordinate with other team members more than normal.
SteamWorld Quest is a side-scrolling video game and is separated into small explorable areas that the player is encouraged to loot for treasure. The player may encounter enemies and become engaged in battle. Attacks are performed by collecting punch cards that the robots can use to execute programs. The game uses role-playing game elements with the exception of steam pressure representing mana.
Explorable areas are where quests are accepted and played out. Unlike a cooperative mission, players can work on several quests at the same time. ; Elite Mission : Especially difficult missions, with an 8–12 player party size, that require a high amount of preparation, skill, knowledge and time commitment. Having the correct team build is a must, and players must coordinate with other team members more than normal.
The game returns to the sandbox style of the first three games rather than the action-oriented Goblet of Fire. Similar to any sandbox, Hogwarts is fully explorable most of the time, and there are "discovery points" that provide rewards to the player, which can be activated by completing side missions. Furthermore, there are battles between groups of students, as shown in the game trailer.
Players that venture out from the staging area and into an instanced explorable area are then able to use their weapons and skills to defeat monsters and interact with other objects in the game. As players progress through the game, they gain access to additional staging zones. Players can then transport their characters instantly from one staging area to another using a process commonly referred to as 'map traveling'.
Stratification in Cody Cave The story of Cody Caves began 600 million years ago when the limestone in which the caves later formed was laid down at the bottom of an ancient sea. Then, around 170 million years ago, the limestone beds were thrust upwards. This exposed the rock to the elements, water and carbonic acid, which eventually formed Cody Caves. Approximately of the Cody Caves passageways are explorable.
The game contains six dungeons (Practice Dungeon, Pyramid, Desert Spaceship, Molmoran Mine, Castle and Final Dungeon) to conquer. Unlike the dungeon-enclosed Quest Mode of the original, it also offers an explorable town that allows the player to eat, sleep, and shop. In each floor of the dungeons, the player will battle against a variety of monsters. When defeated, the monsters will drop either food, stones, potions, money or weapons.
The world map is richly coloured and detailed, where characters can roam freely, instead of having a simple overhead view map. Cities and dungeons also allow the player to freely explore, though some battle maps are only for combat, and nothing else. Arc the Lad III expands even farther on this concept and every place in the game is explorable on foot and can be explored during normal gameplay.
Players that venture out from the staging area and into an explorable area are then able to use their weapons and skills to defeat monsters and interact with other objects in the game. As players progress through the game, they gain access to additional staging zones. Players can then transport their characters instantly from one staging area to another using a process commonly referred to as 'map traveling'.
In Adobe's Atmosphere Museum of Art, each gallery was connected via a system of colorful "portals." Atmosphere focused on explorable "worlds" (later officially called "environments"), which were linked together by "portals", analogous to the World Wide Web's hyperlinks. These portals were represented as spinning squares of red, green, and blue that revolved around each other and floated above the ground. Portals were indicative of the Atmosphere team's desire to mirror the functionality of Web pages.
Parable of the Polygons is a 2014 explorable explanation created by Vi Hart and Nicky Case. The article focuses on a society of blue squares and yellow triangles which have slight personal biases against diversity, which leads to social segregation. It is based on game theorist Thomas Schelling's papers about residential segregation. The article was well-received, especially its visual and playable aspects, and was called a useful educational tool for topics like racial segregation.
The game is made up of a series of stages which must be unlocked in order by completing each previous stage. Players can choose their own path though each stage. At the start of each stage is a briefing detailing the room where the stage takes place, the victim and area(s) on their body from which blood can be sucked, and any prevalent dangers. The rooms in each stage are fully explorable.
Despite some accessories bearing the names of weapons or armor, such as the Phantom Set of items (gauntlet, ring, shield, and sword), there are no weapon or armor systems. Arc the Lad II boosts the gameplay by including a revamped weapon system. Weapons, armor, items, and accessories can now be equipped on characters. Items, armor, and weapons can be bought in stores, found in battle, found in explorable areas or created in the combination shop.
However, the quality of the graphics was vastly improved. The remake also features new gameplay mechanics, revised puzzles, additional explorable areas, a revised script, and new story details including an entire subplot cut from the original game. Upon release, Resident Evil received critical acclaim from video game journalists, who praised its graphics and improved gameplay over the original game. It is often described as one of the best, scariest, and most visually impressive entries in the Resident Evil series.
Dakar 18 is a racing game set in an open world environment. It features both offline and online single-player and multiplayer modes. The world of the game is over 5,791 square miles (15,000 km²) in size, which is roughly the size of the Santiago Metropolitan Region (equivalently, the U.S. state of Connecticut or the Moquegua Region of Peru), and completely explorable. Five categories of vehicles will be available, including cars, trucks, motorcycles, quads and UTVs.
Explorable ruins called Cauldrons unlock additional machines to override. Three categories occur in the skill tree: "Prowler" concerns stealth, "Brave" improves combat, and "Forager" increases healing and gathering capabilities. To level up, Aloy attains experience points from individual kills and completing quests. Upgrades in each category result in more adept use of the skills learned, with "Prowler" leading to silent takedowns, "Brave" to aiming a bow in slow motion, and "Forager" to an enlarged medicine pouch.
In the movie The Encounter, Jaci Velasquez's character Melissa is on a trip to Winnemucca when the primary plot unfolds. Rod McKuen's poem "Winnemucca, Nevada", in his book Come to Me in Silence, describes his first desk in school. The town serves as the namesake for the alternative country band Richmond Fontaine's 2002 album, Winnemucca, which prominently features the town in the opening track "Winner's Casino". Winnemucca is an explorable town in the 2016 vehicle simulation game American Truck Simulator.
The cave's entrance at low tide General view Merlin's Cave is a cave located beneath Tintagel Castle, south-west of Boscastle, Cornwall, England. It is long, passing completely through Tintagel Island from Tintagel Haven on the east to West Cove on the west. It is a sea cave formed by marine erosion along a thrust plane between slate and volcanic rocks. The cave fills with water at high tide, but has a sandy floor and is explorable at low tide.
In addition, a much larger section of Icewind Dale is explorable than in the previous games. The game was praised by many critics for its pacing, music, numerous improvements over the original game and its expansions, although most found fault with the game's graphics, which consisted of sprite characters and 2d prerendered backgrounds, and were considerably less impressive than those of other CRPGs released that year, such as Neverwinter Nights and The Elder Scrolls III: Morrowind. Regardless, Icewind Dale II achieved mostly positive reviews.
The Medieval Engineers landscape is a spheroid voxel-based planet, approximately 10 game-kilometers in radius, which is fully explorable by the player. It contains high mountain ranges with limited passable areas, deep rocky valleys, varied woodland, grassland and fields, and a network of dirt roads, which a player may use to navigate. Resources that can be collected vary depending on the nature of the terrain. Wild wheat, cabbages, and flax may be found in fields, for example, whereas mushrooms and berries exist only in wooded areas.
Due to his limited battery size, he must constantly watch his Watts meter and conserve his energy by all means possible. Once Chibi-Robo loses all of his Watts, he will power down and collapse on the spot. If this happens during a job, Chibi-Robo will be returned to Mr. Curator's desk and receive no Happy Points. There are two ways to recharge: by plugging into the outlet on Mr. Curator's desk, or by finding a battery hidden in one of the many explorable areas.
Throughout the Arc the Lad series, the equipment system changes from its very simple beginnings to a full-blown equipment system in later titles. In Arc the Lad, only accessories can be equipped, and can only be chosen at the start of battle. Accessories boost statistics in various ways, and can be dropped by defeated enemies, received from opening chests in battle, received from NPCs, or found in the few explorable areas the game presents. The weapons and armor a character uses cannot be changed.
Boston and New York City are cities that can be explored, as well as the American Colonial Frontier, spanning forest, cliffs, rivers, Connor's Mohawk village, and the settlements of Lexington and Concord. The player can hunt small and large animals, and approximately one third of the story takes place in the Frontier. The city of Philadelphia can also be visited at one point during the game, as can The Caribbean during several naval missions. The entire Eastern seaboard is also explorable via Connor's captaining his naval warship, the Aquila.
On October 17, 2013, Rand Miller announced a new video game designed as a spiritual successor to Myst and Riven called Obduction. The game received $1.3 million in funding from Kickstarter support. Obduction takes place on an alien planet where humans and portions of their environment have been transported, and features puzzles that involve the combination of human technology with alien ones. Obductions world is fully rendered within the Unreal Engine and explorable from the first-person view, though uses full-motion video for some non-player characters.
Cryogenic fuels are fuels that require storage at extremely low temperatures in order to maintain them in a liquid state. These fuels are used in machinery that operates in space (e.g. rocket ships and satellites) because ordinary fuel cannot be used there due to the very low temperatures often encountered in space, and due to absence of an environment that supports combustion (on Earth, oxygen is abundant in the atmosphere, whereas human-explorable space is a vacuum where oxygen is virtually non-existent). Cryogenic fuels most often constitute liquefied gases such as liquid hydrogen.
Cuthbert also retooled the engine to increase the framerate from 20 to 30 FPS, but it was not steady so they locked the framerate at 20 FPS. Freely explorable environments were the only gameplay element planned for the original Star Fox carried into Star Fox 2, all other ideas were new. The Super FX 2 chip developed by Argonaut Software, seen here in Yoshi's Island Miyamoto considered the Star Fox series a platform for experimenting new gameplay ideas. The team experimented more with Star Fox 2 than Star Fox.
Since hyperthogonal structure is abstract, it can in principle be used for anything-- data, visualization, programing, animation. \- Data and visualization: The data structures in the standard demo (marriage and children) become a visualization (a family tree, explorable, from the present Queen Elizabeth, up to Queen Victoria). \- programming: Various abstractions have been posited to use ZigZag as a programming system, some of which were in Andrew Pam's 1996 prototype. \- text editing: Text editing was in the Azz prototype and is also possible in the Gzz package, though it is not emphasized.
While in a town or staging area, a character's skill and attribute selection can be freely modified to construct a "build". Once in a combat zone (such as an explorable area or a PvP arena), the build becomes immutable until the character exits the combat zone and returns to a staging area. Players generally either choose a specific build for a given area or role, or use builds that synergize with the builds of other characters in the party. A player's ability to help the party is based on the way a player's "build" works.
Lina, Gourry and Naga Slayers Royal 2 retains its predecessor's overall gameplay of a tactical role-playing game with exploration phases, but with some differences. Notable changes in comparison with the original Slayers Royal include a simplification of the town-navigation system (which no longer resembles adventure games), the introduction of day/night cycle, and the presence of freely explorable dungeons throughout the game. The combat system has undergone a radical overhaul since the previous game. Instead of the pseudo-real-time turn system, it is now purely turn-based.
While in a town or staging area, a character's skill and attribute selection can be freely modified to construct a "build". Once in a combat zone (such as an explorable area or a PvP arena), the build becomes immutable until the character exits the combat zone and returns to a staging area. Players generally either choose a specific build for a given area or role, or use builds that synergize with the builds of other characters in the party. A player's ability to help the party is based on the way a player's "build" works.
The brothers were not big video game players themselves, although they were familiar with Dungeons & Dragons, and had played Zork. In his parents' basement—Robyn did not own a computer himself—Robyn began drawing pictures and creating a nonlinear story that would eventually become their first game, The Manhole.—Also mirrored on Youtube. The Manhole and the games that followed—Cosmic Osmo and Spelunx—were specifically aimed at children and shared the same aesthetics: black-and-white graphics, point-and-click gameplay, a first-person point of view, and explorable worlds.
Thin, sparse layers of limestone interspersed within the sandstones give rise to an epikarstic zone, in which tiny conduits (cave passages too small to enter) are dissolved by the natural acidity of groundwater. The epikarstic zone concentrates local flows of runoff into high-elevation springs which emerge at the edges of ridges. The resurgent water from these springs typically flows briefly on the surface before sinking underground again at elevation of the contact between the sandstone caprock and the underlying massive limestones. It is in these underlying massive limestone layers that the human-explorable caves of the region have naturally developed.
The original plan for explorable adventure game segments instead of the final cutscene- based narrative was cut due to time constraints. The initial character concepts were created by Kamitani; the character designs were handled by Kouichi Maenou, whose previous notable work was Sakurazaka Shouboutai published by Irem. Maenou worked a long time on Lillet Blan's designs, with it going through five separate drafts before the final version was approved. Like Odin Sphere, Vanillaware used 2D rather than 3D graphics that were dominating the game industry: Kamitani wanted GrimGrimoire and Odin Sphere to be the new leading edge for 2D art design.
Perhaps the first virtual world to use instances was the MMORPG The Realm Online, launched in 1996. Combat in this game was extensively instanced, with every battle taking place in a special room outside of the open world. In Guild Wars, Town/Outpost areas are created on demand, with a new "district" of that town being created for every 100 players in it; players can move between these at will. When entering an Explorable Area or Cooperative Mission, a separate instance will be created for each group (ranging in size from 2 to 12) of players.
Cadigan sold her first professional science fiction story in 1980; her success as an author encouraged her to become a full-time writer in 1987. She emigrated to London in the UK with her son Rob Fenner in 1996, where she is married to her third husband, Christopher Fowler (not to be confused with the author of the same name). She became a UK citizen in late 2014. Cadigan's first novel, Mindplayers, introduces what becomes the common theme to all her works: her stories blur the line between reality and perception by making the human mind a real, explorable place.
Among its exhibits are a two life size Columbian mammoth replicas, authentic explorable vehicles including a fire engine and a Wells Fargo wagon, and five visual and performing arts spaces. The museum is known for its Cultural Celebrations series highlighting the culture and traditions of the diverse population groups represented in this majority minority region. Children's Discovery Museum of San Jose has been ranked by Child Magazine as one of the top 10 children's museums in the United States and ranked by the London Observer as one of the top 5 science centers in the world.
Not all stars have habitable planets, but still offer potential opportunities for resources to the player if they can survive its inhospitable atmosphere. The developers aimed for a 90–10 rule, with around 90% of the planets being uninhabitable, and of the 10% that do support life, 90% of those only include mundane lifeforms, making the planets that thrive with a vivid ecosystem rare. Some facets of realism have been conceded in favor of promoting better gameplay. The planetary generator system does not generate any gas giants, as Murray wants every planet in the game to be explorable.
Each game in the Mafia series allows the player to take on the role of a criminal in a large city, typically an individual who plans to rise through the ranks of organised crime. The player character is given various missions by friends and mafia figures in the city underworld which must be completed to progress through the storyline. The use of vehicles in an explorable urban environment provides a basic simulation of a working city, complete with pedestrians who generally obey traffic signals. Further details are used to flesh out an open-ended atmosphere that has been used in several other games.
Players roam the house in a first person perspective, able to manipulate objects and doors and must manage limited resources such as lighter fluid and spare light bulbs as they explore the home trying to discover the truth. Locked doors and the keys that fit them form a central part of progression through the game. The house is designed as a semi- open world, with large sections freely explorable to the player, including areas not relevant to the current chapter. Ghosts will create paranormal events by manipulating the house as the player explores, sometimes in scripted events, sometimes as randomized events such as light bulbs burning out or doors locking.
Like earlier works, The Dignity of Survival (1992–3) served as both an explorable environment and site for Young's physically demanding "live procedures." The work's charged objects, displayed in suspended cage-like structures that viewers could enter, included a medical-like device; a vest- like, pregnant-man "coat of shame" with an umbilical cord leading to a rock; a shaving/shearing stand; and The Birth/Death Chair, a fabricated birthing chair connected to a ball-and-chain-like trail of cast-iron bones and human viscera.Barron, Stephanie, et al. Made in California: Art, Image, and Identity, 1900-2000, University of California Press, 2000. Retrieved May 17, 2019.
Under a Killing Moon shipped on a previously unheard-of four CD-ROMs, and featured full voiceover and hours of cut scenes and dialog featuring live actors. Unlike many games using full motion video, however, it also featured high-end real-time 3D graphics and explorable environments unlike anything previously seen in the genre. Under a Killing Moon was widely praised for its use of technology, and represented the series' commercial peak. For the next game, Access re-used the engine and technology they had developed for Under a Killing Moon, but hired Hollywood director Adrian Carr to direct the game's video sequences and improve the storytelling and presentation.
Games of this type are sometimes defined under the broader terminology "open world games" or "sandbox games". However, many games that predate Grand Theft Auto III, such as Metroid from 1986, are also called open world games.i. ii. Conflictingly, games such as Grand Theft Auto III and Body Harvest are credited with inventing this genre more than a decade later.i. ii. Furthermore, reviewers have stated that this genre does not include every game with a freely explorable world and that this genre is much more specific, thus excluding the free-roaming titles Spider-Man 2 and The Incredible Hulk: Ultimate Destruction from this class of games.
The mobile version of Skate features two game modes: Thrasher Mode (the main game mode, in which the player completes goals to make the cover of skateboarding magazine Thrasher) and Free Skate (where the player can play on levels previously unlocked in Thrasher Mode). The player plays as a customized skater, who receives tips from pro skaters Chris Cole and Rob Dyrdek, among others, through twelve missions divided in four goals each. Though the game is still set in San Vanelona, there are only three explorable areas: Plaza, Halfpipe and Downtown, aside from linear levels only playable in Thrasher Mode. The mobile version of Skate later won "Cellular Game of the Year" award at the 2008 Interactive Achievement Awards.
They are similar in that both involve a computer simulation that is visualized, and both have the intended goal that the audience learns something. However, in an educational video game, the simulation is not necessarily a simulation of the game's intended learning content. Instead, learning content in educational video games is usually put in a non- interactive form such as text or voiceover; the educational game then usually has some schedule whereby the audience alternates between seeing the text and, separately, playing a game, usually a game with mechanics from a standard genre, such as a platformer. Explorable explanations are also distinct from gamification, which has the stated intention of improving the structure of rewards in learning.
Once again episodes were named using the basic Satellaview suffixes described above, and broadcast only during a narrow 1-hour window. In addition, each episode once again limited players to a certain restricted playing area by withholding necessary items to ensure a paced gameplay experience and to enable a close tailoring of SoundLink plot details to the events unfolding in new areas of the overworld map. The overworld in Inishie no Sekiban is roughly identical to that in A Link to the Past except that it features cloud coverage to demarcate the areas that are explorable by the Hero of Light. As in the previous BS Zelda titles, the player's name and gender are selected in the Satellaview game-selection interface, BS-X.
The renowned Traymore Hotel in Atlantic City, circa 1930 The game provides an explorable three-dimensional world which is displayed through a Top-down perspective. The in-game world represents, according to the publisher Kalypso Media, an almost accurate and historical correct reproduction of the American city Atlantic City of this period. Real vintage buildings and places are present like the Traymore Hotel, the Absecon Lighthouse, the Atlantic City Jail-house or the board-walk "Eastern Promenade" as well as streets like Illinois Avenue or the North Carolina Avenue which ends at the beach. Beside those real buildings the remaining ones - which are shown in Art Deco - are very similar to each other and seems to consist only of a few types.
Catlett's research focuses on novel scientific measurement strategies involving "edge" computing, embedding high-performance computation with sensor packages, to create "software-defined" sensors, developing cyberinfrastructure in projects such as the NSF-funded SAGE: A Software- Defined Sensor Network project. At UChicago, Catlett founded the Urban Center for Computation and Data (UrbanCCD), which brings scientists from mathematics and computing together with social, behavioral, economic, policy, education, and health scientists to better understand cities. Major UrbanCCD initiatives include making urban data discoverable and explorable through platforms such as Plenario and OpenGrid and developing technologies for instrumenting cities through projects such as the Array of Things. From 2007-2011 he was Chief Information Officer and director of the Computing and Information Systems Division at Argonne National Laboratory.
As more creatures began appearing, many humans fled. Other realms visited as part of the story include Alfheim, the mystical home of the light and dark elves, Helheim, the icy land of the dead, and Jötunheim, the mountainous land of the giants. Optional explorable realms include Niflheim, a realm of poisonous fog with a maze-like structure of rewards, and the fire realm Muspelheim, featuring the six Trials of Muspelheim; completing each trial grants rewards and advances Kratos and Atreus closer to the top of a large volcano. Access to the other three realms—Asgard, home of the Æsir gods, Vanaheim, home of the Vanir gods, and Svartalfheim, home of the dwarves—has been blocked by Odin, the ruler of Asgard and the Æsir gods.
Inspired by Castlevania: Symphony of the Night, Chasm tells the story of an aspiring knight eager to prove their worth, on a quest to a mining town whose resources are essential. Although the story is the same for all players, the exact layout of the world map is unique for each adventure, through the game's use of procedural generation combined with handmade room sequences. Combat (also similar to Castlevania) gives the player an option of a melee weapon and a sub-weapon to do most of your damage. As the players venture down into the mine, they can level up, collect new weapons from swords to whips, use artifacts which make the environment explorable in different ways for new areas.
Example of a texture that can be mapped to the faces of a cubic skybox, with faces labelled Perhaps the most advanced application of cube mapping is to create pre-rendered panoramic sky images which are then rendered by the graphical engine as faces of a cube at practically infinite distance with the view point located in the center of the cube. The perspective projection of the cube faces done by the graphics engine undoes the effects of projecting the environment to create the cube map, so that the observer experiences an illusion of being surrounded by the scene which was used to generate the skybox. This technique has found a widespread use in video games since it allows designers to add complex (albeit not explorable) environments to a game at almost no performance cost.
Jeremiah Devitt in a Victorian-era boarding school in Episode 2, with inventory panel visible As a point-and-click adventure, the player controls the character, moves him through various locations, picks up and uses items to move the story forward, and solves puzzles. Red herrings are rare, with each item generally having a single use. Episodes start out with a number of locked areas, which can be unlocked by finding keys and using other items to expand the explorable world. In episodes 1, 2, and 3 of the Season 2 a larger, map based world was introduced, giving players the ability to open a map to travel to different regions or areas of the overall map, and then being able to explore the area selected on foot.
The Wii version of the game also expands upon the ratio of nighttime levels to daytime, with more than three times as many nighttime levels (twenty-five in all). After nighttime levels are completed, Dark Gaia Points are gained, allowing access to bonus moves. In addition to these two gameplay types, Sonic Unleashed also features hubworlds, in which the player may reveal, as well as advance, the story of the game. Hubworlds operate differently depending on the version of the game being played; the Xbox 360 and PlayStation 3 versions feature fully interactive, explorable 3D hubworlds, similar to those in Sonic the Hedgehog and Sonic Adventure, in which townspeople may be interacted with and side quests may be undertaken, in order to gain experience or unlock items, such as artwork, videos and music tracks.
The developers intended to address these criticisms with the sequel by adding the Historia Crux system, numerous sidequests from non-player characters, and the casino minigame area. Environments were made more explorable and the artists were given more freedom to include their own ideas in the game's locations, in order to rectify the shortcomings of the more artificial seeming settings in Final Fantasy XIII. Although the developers were explicitly responding to the criticism, they saw the changes and additions as making the sequel in line with what players had hoped Final Fantasy XIII would be, rather than backing away from the changes that game had brought to the series. For the structure of side quests and some other aspects such as the abundance of chocobos and the more open environment, the team drew inspiration from Rockstar San Diego's Red Dead Redemption.
In the dungeon crawler titles of the series (Shining in the Darkness and Shining the Holy Ark), the player takes control of an adventuring party. Battles work very similarly to those of Dragon Quest, Mother, Shin Megami Tensei, and the fellow Sega RPG series Phantasy Star, in that they are first person and the player is placed in a position where the hero and team mates would be. Shining in the Darkness is the first game in the Shining series, and is a very simple labyrinth exploration game, with a simplified non explorable town and world map, where choices are made through a cursor system. Shining the Holy Ark was released immediately prior to Shining Force III, and while it is also a dungeon crawler, it features a far more expanded gameplay world over the first title.
Guild Wars 2: Heart of Thorns was the first expansion pack for Guild Wars 2, released on October 23, 2015. Heart of Thorns introduced the Revenant profession to the game, four new open world maps with three distinct biomes, 10-man instanced raids, the mastery system, "elite specializations" for each of the game's now nine professions that substantially change the way they play, the new 'Stronghold' player-versus-player game format, and a new borderland map for the World versus World game mode. Players who owned the Heart of Thorns expansion were also provided with access to a set of six living world patches released between July 2016 to July 2017, referred to as Season 3 of the Living World. The size of Living World patches grew with this season, as each patch introduced a large new explorable map, new masteries, and repeatable story instances.
The game, unlike previous titles in the series, includes no explorable town areas; Toriyama said in an interview that the team was unable to make them as graphically appealing as the rest of the game and chose to eliminate them. Toriyama intended to have a piece of downloadable content available for the game that would include a new area, weapons and quests, but was forced to cut it as well due to quality concerns so late in the project and difficulties with the different systems for extra content on the two gaming consoles. A playable demo of Final Fantasy XIII was included in the Japanese version of Final Fantasy VII Advent Children Complete, released on April 16, 2009. Toriyama stated that the release of the demo, which was not in the original development schedule, helped the team recognize a shared vision for what the game should look and feel like, a problem which had been plaguing the development team up until then.

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