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Story events are conveyed through the use of scripted sequences rather than cut scenes.
Some scripted sequences are merely used to play short cut scenes that the player has little control of.
This eases the learning curve and makes it possible to quickly create powerful scripted sequences.
However, the spectator thinks that he is merely making a free choice in an otherwise scripted sequence of moves.
The game features significant use of scripted sequences to create pre-defined dramatic events and situations.
In video games, a scripted sequence is a pre-defined series of events that occurs when triggered by player location or actions.
Mission events are handled through scripted sequences.
Scripted sequences can also be used that provide the benefits of cutscenes without taking away the interactivity from the gameplay.
Also, the use of scripted sequences may diminish replay value as the surprise effect is negated upon subsequent play-throughs.
Scripted sequences of computer-controlled opponents are spawned.
The game's story unfolds during gameplay through triggered scripted sequences instead of through cutscenes as in the first game.
Half-Life received critical acclaim upon release, critics hailing its overall presentation and numerous scripted sequences.
The scripted sequence appears on the DVD.
The game is viewed from the perspective of the player character, and plot information is imparted through scripted sequences rather than cutscenes.
In 2000, Amerzone's tightly scripted sequences are constrictive - the illusion of choice doesn't hold up because the old illusions have been rendered obsolete.
Progression through the game's storyline is largely developed by way of scripted sequences, although pre-rendered cinematic cutscenes are also used.
Enemies can appear unexpectedly or suddenly, and levels are often designed with scripted sequences where enemies drop from the ceiling or crash through windows.
The first two Resident Evil games featured two main scenarios, each with its own protagonist, supporting characters and scripted sequence of events.
When the player enters certain areas, it triggers a scripted sequence, initiating a battle in which the player must defeat all enemies to proceed.
Wingmen can no longer be killed during normal gameplay; when their fighters are damaged beyond repair, they eject (though some die in scripted sequences).
This was followed by an intense scripted sequence in which players rappelled down an icy mountain, before smashing through a window to surprise a group of enemies.
The latter feature goes mostly unused in F.E.A.R., as no vehicles appear outside of scripted sequences.
Unlike its peers at the time, Half-Life used scripted sequences, such as a Bullsquid ramming down a door, to advance major plot points.
Story elements are incorporated into the game through the use of an all knowing narrator (voiced by Terry Wilton) as well as in-game scripted sequences.
Missions are not linked with any particular narrative, nor are there any briefings, debriefings, or scripted sequences: the battles are purely gratuitous.