Not exact matches
Often [A Bastard's
Tale] ends up
feeling like less of a
game based on skill and timing and more on just blind luck.
What starts as a fascinating
tale of a psychological horror
game, soon changes into a repetitive experience that
feels like it drags on even in its short length of less than two hours.
Still, the open style of the
game means that the story did suffer, it
feels like a classic revenge
tale, but at times you might miss out on things simply because you're in the wrong
Still, the open style of the
game means that the story did suffer, it
feels like a classic revenge
tale, but at times you might miss out on things simply because you're in the wrong place at the wrong time.
American Gods and The Handmaid's
Tale are done,
Game of Thrones isn't on the air yet, and Preacher and Orphan Black are brutally murdering fun characters and all our
feelings.
-- Namco Bandai understands that fans want more
Tales game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more
Tales games worldwide — It's been difficult to fit the
game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and
feels they solved the problem while keeping the quality high — «Every part of the
game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this makes the
game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the
game has been ported over seamlessly — Some changes made to «in -
game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full
game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more
Tales games can make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
This way the
game feels more like an earlier entry in the
Tales series., and it's very refreshing.
As for the short film that occupies the latter 50 minutes or so, it's a
tale of corporate intrigue featuring unknown but
game actors, playing out a sexual blackmail that
feels more the lark for the context provided by the attendant documentary.
By comparison, as you would expect from the
game that had to blaze the trail,
Tales of Phantasia
feels a bit clunky and slow.
Ni No Kuni II gets rid of the pseudo-turn-based combat system of the first
game in favor of a fully real - time combat system that
feels inspired by Bandai Namco's other popular RPG franchise, the «
Tales» series.
Not content to make Destiny
gamers just
feel unloved by shoddy exclusives and tone - deaf pontifications, Activision had to take it one step further because what
tale of AAA gaming woe would be complete without a fucking dire corporate tie - in.
Obviously by this point a few revelations would have been taken away from the finale, but I
feel that by doing so we'd get a stronger
tale delivered throughout the
game.
A little over a year ago, as she was watching a play - testing session of the
game Fireside
Tales, she
felt a rush of satisfaction as she realized how much people enjoyed something she had created.
Don't get me wrong, it's all very well designed and implemented, and the traditional
Tales battle system is as perfect as ever, but it
feels like a
game without a soul.
The art used for the Ancient
Tales chapters are all hand drawn and may look overly simplistic when compared to what we expect out of
games now, but they really do lend to the
feel of a traditional Chinese story when combined with actual traditional Chinese stories.
I
feel like the
game hasn't learned anything from the likes of
Tales From The Borderlands or Life Is Strange in the same way that Planet of the Apes: Last Frontier has.
Our artists set out to establish the mysterious, Victorian - era fairy -
tale feeling by drawing on ideas from movies like Howl's Moving Castle, Kiki's Delivery Service, The Triplets of Belleville, and the Nintendo DS
game Professor Layton and the Curious Village.
We're in the age of
games - as - art, which means many
gamers feel the need to be immersed in a quasi-cinematic
tale to
feel...
Aside from it's wonderfully charming fairy -
tale visuals and the child - like glee with which it creates its quirky, light - hearted fantasy stories the Trine
games work because of their chaotic physics - based puzzles that can be solved a myriad of ways, often by abusing the physics and character abilities in ways that make it
feel like you've progressed using a method never even envisioned by the developers.
Across five different paths, you'll find out why the
game's 29 characters have been brought to this land, but that
tale is told in disjointed pieces that can
feel incomplete or almost nonsensical — even after you've unlocked the cutscenes of every path.
Those familiar with any of the
Tales games will
feel right at home fighting in
Tales of Xillia 2.
When I finished the
game, I was struck by the way this tiny
tale managed to
feel more momentous than many 100 - hour behemoths.
Rockstar's next attempt at a more dramatic
tale in a real -
feeling world was the Western sandbox
game Red Dead Redemption, and they clearly benefitted from this first effort.
It's a
game that has obviously had a lot of thought put into making it
feel authentic to the Tarahumara beliefs and ideals and you can see the incredible effort that has been made to bring the North Mexican folk
tales, myths and legends to life.
As excited as I was for Berseria — as I always am for a
Tales game — I
felt more trepidation than ever before.
Hot off of winning several «Best of» nominations at E3 this year (along with loads of similar awards and praise from other events), the
game sees you journeying across America and swapping stories in encounters inspired by folk
tales and folk music, with a blend of 3D graphics and gorgeous 2D animations, all of which you can get a
feel for in the new story trailer that you can also see below.
Tales of Berseria
feels like a
Tales game made just for me.
Like I said earlier, I'm a big fan of the
Tales series of
games and that hasn't changed with this addition into the series, however, I
felt as though the
game clearly outstayed its welcome in terms of length.
However one small gripe with the combat is with the enemies, as they seem to be somewhat dumbed down for some reason and can easily be manipulated, although this can not be said about the boss battles you encounter which will give you some challenge and sometimes it might even take you out a few times before you finally manage to take it down, but this is why the
Tales games combat is so appreciated because once you do something that takes some effort you
feel so rewarded once you pull it off which is not always standard in today's JRPGs in my mind.
The entire
game looks like it was pulled straight out of a fairy
tale, and the music aids the player in
feeling the wide range of emotions that Ori and the Blind Forest will make you
feel.
We used the «
Tales» series as a case study, as some
feel that the series doesn't reinvent itself enough to catch the attention of new
gamers.
Super Lucky's
Tale, on the other hand,
feels like a spiritual successor to Crash Bandicoot, a
game with small but tight levels intensely focused on players using a series of basic but versatile moves — jump, double jump, spin attack, dive — to survive an escalating series of platforming challenges, all while poking and prodding the environment for flashy collectibles hidden among the chaos.
I'm not going to say whether or not I
feel people are justified in those complaints, but I think that anyone who plays Namco's latest port of
Tales of Phantasia [Free] is going to walk away with some new perspective on what exactly breaking a
game entails.
I
feel like Traveller's
Tales got bored halfway through developing the
game and just decided to put it on the market because they knew how powerful the Lego marketing was going to be.
Dialogue in Child of Light is presented in rhyming couplets, making the whole
game feel like an interactive fairy
tale.
What will probably be Nathan Drake's final
tale feels mostly slick and forgettable, lacking the strong character drama or plotting that can make other cinematic
games stick with you long after they're completed.
But what seriously impressed me with King
Tale was its combat system that manages to be brilliantly simple while also throwing in strategy and challenge, all wrapped in a style and ability system that
feels completely faithful to the main
game.
You
feel the higher difficulty is worth the extra challenge in Graces, and in most previous
Tales games that had a difficulty toggle.
I am enjoying it for what it is, a
game that is better than a first person shooter to me, but as a
Tales of
game, I
feel let down by it.
As minimalist as the
game is, the soundtrack does add to the atmosphere that this
game portrays — the voice - over combining with the music to make the whole
game feel like the fairy -
tale it almost is.
Whereas a
game like Final Fantasy XV succeeded by shaking up a formula and giving fans something totally new, that approach would have
felt out of place in the
Tales series.
They
felt alive, which definitely helped to overlook some of the
game's more prominent gameplay flaws, which could mostly be overlooked thanks to the compelling
tale.
The combat mechanics refined again from
Tales of Destiny, featuring smoother graphics and better AI but remaining true to it's LMBS roots so far; the combat controls in
Tales of Eternia
feel like you are playing a fighting
game and not a JRPG with time sensitive button presses and combos, and a basic co-op combat so your friends can fight with you.
Listening to the music I think about Zelda, Macross Plus (of all things), and I
feel like I am playing Star Ocean, Dark Cloud, Shadow of the Colossus, Final Fantasies or the
Tales games all over again for the first time.
But not so with Super Lucky's
Tale: I never
felt cheated by the
games controls or camera angles and I could always pinpoint where Lucky would land after a jump.
Super Lucky's
Tale is just such a bright and wonderful looking
game that you can't help but
feel a bit more happy while playing it.
The changes since Dark Souls II are incremental, but the trade - off is that the
game finally
feels like a cohesive chapter in an advancing story, not a tenuously connected
tale.
If you enjoy puzzles and exploration in the vein of Wild Arms and the
Tales games with an old school
feel, mark my words you don't want to pass up L: CotS.
The Internet is buzzing today with nostalgic news of the Nintendo Entertainment System's twenty - fifth anniversary and I
feel that I can't let the day pass without saying something about the console that started me on the road to life - long video
game enthusiast, but I've already shared my NES origin story with you and told the
tale of the time I bought my very first NES
game.
«Our
game is a collection of
tales that are meant to
feel mysterious, unsettling and strange, which is a
feeling Japanese artists seem to capture really well,» writes Giant Sparrow.