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Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
On Metacritic, the Xbox 360 version of the game got a score of 65/100, [5] the PC computer version a 62/100, [3] and the PlayStation 4 version a 59/100. [4] Dan Stapleton of IGN gave the game a 7.5, praising the gameplay and the puzzles. He said, "Contrast is a game full of heart, beauty, and at least a few excellent puzzles."
[citation needed] The simultaneous contrast of real content under normal viewing conditions is significantly lower. Some increase in dynamic range in LCD monitors can be achieved by automatically reducing the backlight for dark scenes. For example, LG calls this technology "Digital Fine Contrast"; [10] Samsung describes it as "dynamic contrast ...
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Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Compulsion Games Inc. is a Canadian video game developer and a studio of Xbox Game Studios based in Montreal. Established in 2009 by ex- Arkane Studios developer Guillaume Provost, the studio developed the 2013 puzzle-platform game Contrast and the 2018 survival horror game We Happy Few .
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Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, [9] which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique.