While it is different,
the action feels familiar and intuitive.
Not exact matches
Legislators and officials
familiar with the talks said that Heastie refused to entertain any
actions that would boost charter schools, having
felt he already conceded to the sector during April budget talks.
With older adults, mugshot viewing led them to experience a
feeling of familiarity when they saw the pictured actor performing a
familiar action from one of the videos, even if it was a different
action than the one that was suggested when they viewed the actor's mugshot.
Because so many of us are
familiar with that heavy, weighed - down
feeling, I'm challenging you to take
action so that you can live bloat - free.
It makes the viewer willing to excuse the film's flights of fancy, like a fiery
action sequence in a hidden room where escape follows a
familiar movie formula, or a denouement that
feels a bit padded.
Barry's
actions towards the end
felt right and honest to me, and elevated the series over the well - executed but
familiar and occasionally timid comedy of its first half.
Playing through Detective Pikachu, it became readily apparent why the title will be the basis for the upcoming live
action film: the game offers up a unique take on the Pokémon world, while simultaneously providing something that
feels familiar, much like Pokémon Snap once did on Nintendo 64.
The screenplay, which Coogler wrote with Joe Robert Cole, follows
familiar storytelling grooves, but you don't get that hectic, blurry
feeling some of the Marvels impart as they hustle between
action sequences.
If the script
feels as
familiar as an 80s
action buddy film, it might be because Black wrote the script for Lethal Weapon and was a character advisor for Lethal Weapon 2 and 3.
The game delivers a fantastic blend of addictive
action and high - octane intensity that
feels both
familiar and new.
The film itself manifested a sense of humor along with extravagant
action sequences, as well as Daniel Craig in his pre-James Bond days, but it
felt tepid and overly
familiar.
Combining this with the
familiar locations and characters, Dragon Ball FighterZ
feels like a true representation of how
action - adventure the franchise is and that it's here to stay, even after all this time.
Even if he's entering his 60s, Brosnan still has what it takes to deliver as an
action star, though he does
feel like old news, and the thrill is mostly gone in seeing him going through
familiar motions.
What makes the
familiar feel fresh is the screenplay, which provides strong reasoning and motivation for the
actions of the lead characters, not only Judah Ben - Hur and Messala but also Esther (Nazanin Boniadi), who becomes Judah's wife.
It's the genuine article, an engrossing tentpole with serious themes, complex moral conflicts and emotional stakes, and one that doesn't
feel as if it was written by committee or structured around big and
familiar action set pieces.
The core gameplay to Grim Dawn should
feel familiar to those that have played at least one previous entry in the
action RPG genre: click on enemies to kill them, pick up loot and shiny new gear to kill them faster, and repeat as damage and stats on gear increase as the cycle begins anew.
Anyone who
felt burned by Tarsem Singh's Self / less will
feel a
familiar sting as Morgan similarly takes an appealing sci - fi proposition, builds it into something of interest and squanders that potential, smushing it into shapeless
action movie goo that's sure to be forgotten by dawn.
Final Thoughts: We don't have high hopes for this
action thriller as it
feels too
familiar and the short runtime concerns us.
But even as they're animated with terrific inventiveness, the
action scenes
feel familiar (balancing rocks, rushing water, snow slides).
Here, the bare bones
feel familiar, and despite psychologically rich performances, and some cleverly staged
action scenes there's just not a great deal we can get purchase on, and very little to surprise.
Overall, it's a solid setup for fighting
action that
feels familiar yet fresh.
While it is true that the
action game formula is somewhat
familiar, it still
felt like the game required an impressively minuscule amount of time to get used to.
Considered by many to be a complete reboot of the series (or at least of the fiction), Lords of Shadow
feels less like traditional Castlevania games and more like a God of War - style
action game with ties to the lore that many people are
familiar with.
The gameplay will
feel familiar to series veterans as it's still a third person
action adventure game so missions based on land will not shock or surprise you.
The game comes with the
familiar (and outstanding) Gears of War look and
feel, allows you kill all kinds of ugly beasts, and its
action is outstanding.
Technically they sound just fine and keep the
action moving well enough, though keeping the music and audio identical after four entries in the series definitely
feels overly
familiar, and perhaps a bit lazy.
If you've played 868 - Hack, Imbroglio will
feel somewhat
familiar; similar elements and mechanics link the two: randomly spawning enemies, a level layout that changes upon performing a certain
action, enemies that move when you move, and so on.
The combat and
action of this game will
feel very
familiar, but unique enough that you won't get that
feeling of repetition.
In this way Gaijin meshes the rhythm
action game and the auto - runner to create an experience that
feels at once novel and
familiar.
No landmark in any Metroid game is as recognizable as the point where Samus's ship touches down and she disembarks, ready for
action therefore he needed to make sure that AM2R's starting area would
feel familiar.
Though the
action felt very
familiar, the tone was a little different.
The best level is a tense and
action - filled infiltration of a sprawling base disguised as the enemy, but too many sections elsewhere give the player any width to work with, and more than a couple of scenarios
feel overly
familiar, even by COD standards.
The story is still good for an
action RPG, don't get the wrong idea, but more casual players might not
feel the need to trek through the same
familiar territory for each character.
The top down
action packed twin stick shooter has a very
familiar 80's neon
feel to it, easily recognisable from films such a Tron.
Much of the gameplay
feels more like an
action shooter, in fact those
familiar with 1st person shooters will understand the controls quickly.
This cartoonish blend of
action and crafting might
feel familiar to PUBG fans.
The Combat too is fairly simple but interesting and can be quite fun at times,
feeling like a cross between active time battles and a real time
action combat like Dark Cloud, you can fight as Oliver with magic spells or summon
familiars (Pokémon) to fight in your place, you all share the same health and mana bars.
Since it's using the Fox Engine, the game's
action felt instantly
familiar to me.
My absolute favourite aspect of Secret of Mana has always been its combat though, with it adopting an
action battle system that would
feel a bit
familiar to those who played the likes of the classic Legend of Zelda games.
Anyone
familiar with Suda's previous
action games should
feel right at home here, and when I say that I mean the combat is lackluster but competent just like his other titles.
In - game battle sequences will make use of super-deformed characters with movement and
actions designed, in a way that should
feel instantly
familiar to many JRPG fans.
Buttons have that
familiar feel and intuitiveness of being able to map keys to
actions within a game, but I don't agree that touch - based controls can't compare.
While the overall design might have been
familiar, shifting the
action to the Wild West and trading sports cars for steeds made it
feel all brand new again, and Rockstar delivered an incredible experience throughout.
As a result, the
action grows stale as the planets struggle to
feel anything other than
familiar throughout.
Naughty Dog's impact on
action - adventure is hard to unsee here, and everything from stealth kills to combat
feels very
familiar.