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zero time dilemma造句

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  • The characters he created for " Zero Time Dilemma " also deal with this issue.
  • It was released in June 2016, under the new name " Zero Time Dilemma ".
  • Development on the sequel eventually resumed, and " Zero Time Dilemma " was released in 2016.
  • In 2015, development for " Zero Time Dilemma " was announced to have been resumed, due to fan demand and the hiatus becoming big news.
  • Hosoe's company Supersweep, which published the soundtrack albums for the previous games, is considering publishing an album for " Zero Time Dilemma " too.
  • It was also the runner-up for their Reader's Choice award in the same category, behind " Zero Time Dilemma " by six votes.
  • "Zero Time Dilemma " is an adventure game consisting of multiple chapters, representing 90-minute periods; chapters consist of narrative sections and escape-the-room puzzle sections.
  • One of the main themes for " Zero Time Dilemma " is " identity ", and figuring out who one is; Uchikoshi has said that he himself struggles with identity issues, and thinks that he might have a multifaceted personality.
  • While previous " Zero Escape " titles tell their narratives through visual novel segments, " Zero Time Dilemma " replaces them with cinema scenes, intended to feel familiar for Western players and " emulate the feel of a big-budget American TV show ".
  • "Zero Time Dilemma " was well received by critics on all platforms, During its opening week in Japan, it sold 5, 375 copies on the PlayStation Vita and 3, 916 copies on the Nintendo 3DS, for a total of 9, 291 copies sold.
  • It's difficult to see zero time dilemma in a sentence. 用zero time dilemma造句挺难的
  • The title was later used as part of the Japanese title for " Zero Time Dilemma ", and replaced the previous Japanese title " Kyokugen Dasshutsu " title altogether for the re-release of " Nine Hours, Nine Persons, Nine Doors " and " Virtue's Last Reward ."
  • In response to feedback from players, " Zero Time Dilemma " was intended to be more suspenseful than " Virtue's Last Reward " : Uchikoshi and the game's producer decided that, as " Zero Time Dilemma " is the final " Zero Escape " game, they should no longer hold back and instead do what they had always wanted to do.
  • In response to feedback from players, " Zero Time Dilemma " was intended to be more suspenseful than " Virtue's Last Reward " : Uchikoshi and the game's producer decided that, as " Zero Time Dilemma " is the final " Zero Escape " game, they should no longer hold back and instead do what they had always wanted to do.
  • The characters in " Nine Hours, Nine Persons, Nine Doors " and " Virtue's Last Reward " were designed by Kinu Nishimura; Uchikoshi had considered asking her to return to design the characters in " Zero Time Dilemma " as well, but wanted to show that the series had changed significantly, and felt that " more impressive design " was needed due to the series having moved from backgrounds and drawn characters to 3D cinematics.
  • Developed by Chunsoft for the Nintendo 3DS and PlayStation Vita, the game was first released on February 16, 2012 in Japan, and later that year in North America and Europe . " Virtue's Last Reward " also follows a group of nine people, and focuses on game theory, specifically the prisoner's dilemma . " Zero Time Dilemma " is set between the events of the previous two games, and has morality as its main theme.
  • The first two entries in the series, " Nine Hours, Nine Persons, Nine Doors " ( 2009 ) and " Zero Escape : Virtue's Last Reward " ( 2012 ), were developed by Spike Chunsoft ( formerly Chunsoft ), while the third entry, " Zero Time Dilemma " ( 2016 ), was developed by Chime . " Zero Escape " is published by Spike Chunsoft in Japan, while Aksys Games and Rising Star Games have published the games for North America and Europe respectively.
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