Sentences with phrase «tales games feel»

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.
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