Sentences with phrase «with rewarding mechanics»

With rewarding mechanics and loads of ways to play, you surely won't regret your run to the eShop to download this trophy of an indie title.

Not exact matches

Ostensibly the same again, then, LocoRoco 2 nevertheless pulls its charm tight and burrows deeper into the mechanics, level layouts and set - pieces, presenting more elaborate rewards in visuals and gameplay, and doing a better job of sharing them with you so that you don't always feel as though you're searching for cuddly needles in a Teletubbies haystack.
Fans looking for a fighting game with deep gameplay that rewards mastery of game mechanics best look elsewhere.
With the risk vs. reward mechanics of parasitism and the rhythm game, you'd think that the game sounds complex and difficult, but this game is probably Experience's easiest title yet.
The contentless husk of an MMO with uninteresting mechanics and a progression system with no rewards.
The game might not be complex with its gameplay mechanics but it has a certain depth with its gameplay that rewards the player who master it.
Those who are willing to take the time to learn its mechanics and systems will be rewarded with hundreds of hours of intense battles and the satisfaction of having the best stuff.
Let's fulton extract that debate for now, and celebrate MGS5's sublime open - world mechanics: an endlessly replayable stealth toybox with a russian doll of interrelated systems that drive a compulsive loop of investment and reward.
But with patience and attention, its detailed mechanics and tonal presentation are incredibly rewarding.
However, Linelight had me hooked with its assortment of clever situations and innovative gameplay mechanics that gradually get introduced throughout its rewarding campaign.
With such a diverse cast, rewarding fighting mechanics, and tons of customization to spend countless hours on, Tekken 7 is a must - have for anyone craving a new fighting game to add to their collection.»
SteamWorld Heist quickly seized my attention with its interesting world and charming characters, but its addicting combat and rewarding RPG mechanics are what really made the game hard to put down.
This blend of gameplay mechanics is implemented seamlessly and it makes dealing with the super-challenging stages all the more rewarding.
This game mechanic has become a huge part of the real world with things like frequent flier points and store reward cards.
As she began the KPA course, Alice was more familiar and experienced with lure - reward training, which sometimes incorporated the clicker, than she was with the specific mechanics and principles of clicker training.
While you can't save during these missions they condense the games mechanics into a lovely package that avoids almost all of the tedium of the tutorial / campaign missions, with a placing on the world leaderboard being your reward.
-- Takes place in the Aegis War — The Driver - Blade mechanic is gone — Instead you control characters like Addam, Mythra, Brighid, Minoth, Lora, etc. directly — They all have 7 Arts — Characters like Addam for example can't upgrade their weapons with core chips — Blade data for Jin, Haze and seemingly Malos exists, so they could be potential rewards — Datamine confirms that The Conduit is the Zohar (might just be a reference to its shape though)
There is a little fun here, but with so little reward to and some busted mechanics, its a tough sell at full price
Beginning with the immediately captivating opening cinematic and tutorial mission that introduces some of the game's basic weapon and team mechanics, Vermintide 2 impresses, with outstanding art and character design and detailed graphics, varied level architecture and rewarding combat.
In «The Gunstringer», you control a fiery gun - toting marionette through his adventures, combining solo platforming and shooting mechanics into fun, competitive action with a full suite of collectibles, unlockables, abilities, rewards and more.
The dreaded «Tokens» microtransaction mechanic from Forza Motorsport 5, for instance, is no longer present (even though the cynic inside me wouldn't put it against Microsoft to add them in at a later date, as the publisher did with Forza Horizon 2), instead replaced by an in - game economy that's far more generous in the currency and content it rewards players with as they steadily progress through the game.
The new Majima Everywhere mechanic, while unique with its rewards, has implementation issues that drags it down from what it could have been.
It will coincide with the start of the weekly event program, which will bring new mechanics and weekly rewards.
The other new mechanic is «Active Flow», which encourages players to keep in the game by rewarding them with an attack boost and recovering their special attack gauge more quickly if they attack the opponent aggressively.
The only other complaint that I have is that it is somewhat samey, with a grind and reward mechanic playing throughout — do a mission, get stuff, build stuff, rinse and repeat.
Some people will see this as a cheat mechanic and others will use it as a lifesaver for when they are hit with unfair physics or fall over by accident — either way, you can turn it off before racing if you want 15 % more rewards.
Gear purchased with Bright Dust will also count towards the «knock - out» list mechanic described above, preventing duplicate items unless you have already earned all the rewards.
But if you want a deep simulation / visual novel - hybrid with some minor strategy RPG mechanics intertwined, you'll find a rewarding niche title here.
Completing a planet rewards you with a chunk of gold that can be used to buy new stuff, but there's also an interesting risk vs reward mechanic at play on the planet's surface as you can send humans to mine gold deposits as well, which obviously stops them from gathering the materials required to build your defenses.
Each stage has a series of checkpoints keeping backtracking to a minimum and where you will respawn should you die; it's here that Shovel Knight takes some inspiration from games like Dark Souls with a satisfying risk - reward mechanic.
With an array of interesting mechanics, a raid is very rewarding and only a small percentage of players have managed it on the harder mode.
This sequel brings with it a number of new and exciting features to spice things up, including the addition of addicting new Skirmish battles and a surprisingly robust kingdom building mechanic that allows you to preside over a bustling metropolis, with each upgrade offering a tangible reward in the adventure portion of the game.
Starting from that point, my idea for PPS was pretty much «What would happen if a top - down 2D multiplayer game suddenly rewarded a player with first person shooter mechanics
The game offers an accessible core gameplay with a deep layer of tactical planning and various risk reward mechanics on top.
Literally, they didn't offer a single gameplay mechanic or a challenge of any kind, simply unloading all your ammo into them for about 10 minutes will see you rewarded with some pretty decent loot.
But any type of gambling is based on human psychology and works with a simple risk - reward mechanic.
Further rewards come with an XP system, which, like the Dissidia series, means that, in spite of being of a different genre altogether, it still clings to RPG mechanics.
The game featured new gliding and underwater mechanics, a commendable online offering, Spotpass functionality, stereoscopic 3D effects, tilt controls, a first person camera toggle and a magical item that rewards players with 7 other items.
With new game features, a separate mastery track with unique rewards, tweaked game mechanics and new AI behaviour that combine to create an entirely new experience for all playWith new game features, a separate mastery track with unique rewards, tweaked game mechanics and new AI behaviour that combine to create an entirely new experience for all playwith unique rewards, tweaked game mechanics and new AI behaviour that combine to create an entirely new experience for all players.
By this point, we've experienced all the mechanics of the game (at this point, we don't know about being rewarded with a fourth power after completing the story).
While some of the game mechanics will leave you somewhat weary, overcoming the puzzles is very rewarding, especially when doing so with a friend.
The strategic, turn - based battle system, combined with the flexible combo mechanics, Partnering and Lily Rank systems, is one of the most rewarding ones out there.
It's a MOBA - based mechanic ripped from games like League of Legends that rewards players with buffs or improved equipment for killing non-threatening AI enemies and managing the battlefield.
The Gear System uses RPG - like mechanics to reward you with loot drops every time you play the game.
According to NetherRealm Studios, the Gear System uses RPG - like mechanics to reward players with loot after every match.
At the same time, while it looks like an average Final Fantasy clone on the surface, the juxtaposition of the game's goofier than intended translation with a weirdly somber setting and unique party mechanics makes for a surprisingly rewarding game.
It is game design jujitsu: make near perfect mechanics with unfathomable depths and as the reward for completing a nailbiter be told what your actions actually did outside the abstracted game - scape.
The very high difficulty level could discourage the less undaunted players, but if you'll take your time to master its mechanics and «enter» into the game, you'll be rewarded with one of the most satisfying and memorable experiences in your life as a gamer.
Unfortunately, Rise of the Tomb Raider suffers the same problem encountered by many other games with optional stealth mechanics in that there's no real reward for avoiding a combat encounter.
Yet the game would also benefit from an elder mechanic, or elder mechanics, that combined a gating mechanic with a more challenging experience and higher rewards.
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