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 play
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 play
with 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.