Play games with your screen horizontally, or switch to a vertical layout for the classic
arcade game feel!
With a true
arcade game feel, Wild Guns was the first sci - fi western to arrive on home consoles and, to this day, there really isn't any other game like it!
It doesn't take long to realize that Joe Montana has
an arcade game feel to it.
Play games with your screen horizontally, or switch to a vertical layout for the classic
arcade game feel!
Not exact matches
So we needed to create a design that was lively, fast, and, where possible, really
felt like an
arcade game.
Tinder, by contrast,
feels like one of those
arcade shooting
games at a carnival.
If you're the sort of
gamer who's obsessed with statistical accuracy in your sports sims and can live with the uncanny
feeling of déjà vu, Moto GP 4 proves to be a run of the mill
arcade racer that will give you the most up - to - date bike
game on the market, however bland it is.
Reminiscent of Pengo
games from the early eighties, Polar Panic does a good job at bringing back an
arcade feel of gameplay that can be picked up and played for short bursts, provides shallow short based enjoyment and has an emphasis on hitting high scores be it alone or with friends.
The nonsensical setup and steep difficulty makes this a
game that wouldn't have
felt out of place in an
arcade 20 years ago, so it's a good thing that this is just a $ 0.99 App Store download; otherwise I'd be perpetually out of quarters.
As for «Rampage,» the movie
feels like exactly what it is: a mega-budget studio tentpole reverse - engineered from an 8 - bit
arcade classic (by no fewer than four screenwriters), designed to eat dollars in much the same way the original
game gobbled quarters.
This Retro
game feels like an
arcade adventure with limitless quarters.
By combining authentic gameplay, intuitive play controls and an enhanced presentation with the fast, fluid, hard - hitting intensity of
arcade style play, Gretzky NHL for the PSP delivers the look,
feel and passion of hockey and provides
gamers with a true - to - life simulation.
Hence, gameplay
feels like an
arcade puzzle
game or an IQ - test.
The
game has a classic
arcade feel to it about trying to get the high score and level secrets.
Perhaps some of you joined the Co-Optimus team on their recent 4 player jaunt through the
game on Insane
Arcade mode (this mode is also excellent and
feels like a different gaming experience.)
One of the best appeals for me to Blitz was the
arcade formula to the
game but because of this you are treated to short
game times and a field that
feels only ten feet long.
For a
game that
feels like it's been trapped in the nineties, perhaps it's wise for this DS version to be a port of the revised 2D
arcade version of Mortal Kombat 3 from 1995 instead of something new (incidentally, UMK3 also appeared on 360's Live Arcade last
arcade version of Mortal Kombat 3 from 1995 instead of something new (incidentally, UMK3 also appeared on 360's Live
Arcade last
Arcade last year).
I don't know why creating
games that actually looked and
felt like retro
games was too big an ask for Playtonic, but it's jarring (and creatively barren) to feature a bunch of «
arcade»
games that look just like the regular
game.
Even still we have our favorites that we
feel best represent what Xbox Live
Arcade racing
games should offer.
Blue Rider
feels a lot like a
game from the
arcade era, when a
game's difficulty curve was based on how fast...
The
game is still an
arcade style racer but it does
feel a lot more realistic then before.
With that being said, the
game still has a great sense of speed and a wonderful
arcade feel that fans of the series are going to eat right up.
The scenery is also exemplary, giving the
game great
feeling of depth and dimension that is usually only found in huge
arcade racing
games.
Unfortunately,
arcade mode contains only six levels which, for a
game with such basic map design,
feels pretty stingy.
As someone that isn't very good at «proper» racing
games but still enjoys
arcade racers, I
feel like we've been starved of a decent
arcade racer for far too long.
The last console generation
felt like the peak of the
arcade racer
games, with titles like Burnout Paradise (recently remastered for current generation hardware) and the MotorStorm series setting a new standard for the genre.
Early SF5 was a whiff - heavy
game full of quick jab anti-air attacks, but
Arcade Edition's year three balance changes
feel like they lead to a snappier, cleaner
game — though it is still as relentlessly aggressive as the original release was.
The control system also
feels more like a traditional
arcade racing
game because of the speed and power of the cars, not to mention the extremely entertaining ability to destroy just about any object in the
game such as fences, bins, cars and a variety of other destroyable objects.
To me though, I have always
felt that there has been a growing divide between the
arcade game and the simulation racing
game, and that the truly
arcade side of racing has gone missing in recent years.
The
game still has that same
arcade feel that it had before, just with more weapons and less focus on strategy.
I would also say that just the overall
arcade feel of the
game wasn't necessarily translated all that nicely into the visual experience of the
game.
Today's Badge
Arcade may
feel a bit underwhelming, with many of the
games featured for days on it have now disappeared, leaving us with only a few choices.
The classic Ubisoft
arcade game Rayman Legends is now available on the Nintendo Switch and although it is a mirror image of the main console versions, it offers some clever Switch mechanics to give this title a fresh
feel.
Where as the last
game felt like a cross between
arcade and simulation, Shift 2 Unleashed is shortening the gap between this
game and a pure racing sim.
They're just big and exciting additions to the series that lend a gentle
arcade - style
feeling to the
game.
Arcade Edition isn't as ambitious in scope, so the
game feels and plays much like its predecessor.
We debated back and forth for months internally about what
games we
felt would make 2011's Summer of
Arcade list.
We're seeing a steady drop of simulation titles and we aren't short on
arcade racers either, but it doesn't
feel like there are enough «street» racing
games, and that's what I'd like to see this year.
With its
arcade aesthetic and retro gameplay, the
game feels like a love letter to the past.
The Avenging Fist is an excellent movie if you like watching special effects reminiscent of vintage
arcade games mixed together crazy - cool fight scenes while
feeling like you are on literally all of the drugs available to mankind.
Sacred Citadel will reinvent the familiar
arcade feel of classic brawlers while setting a new standard for the future of side scrolling hack and slash
games.
The
arcade allows people to
feel like they're inside a video
game.
But just like the old «Rampage»
arcade game I played in my youth, I don't necessarily
feel like I should ever revisit this one or reflect on it as anything more than a cash grab.
The handling strikes a fine balance between realism and
arcade,
feeling like a new Project Gotham Racing
game at times.
It
feels like a bizarre mixture of Metal Gear Solid 3's outdoorsy hunting sensibilities and an blaring loud
arcade game crafted in the coldest corporate laboratories.
You can see that some things have been refined and tweaked to really give the
game a more
arcade style
feel.
These
arcade style
games are getting rare these days so Wild Guns Reloaded
feels like a blast from the past.
The
game has a stronger
arcade feel compared to the previous titles, with a timer - based combo system that racks up your kill quantities and shows you an onscreen multiplier as you blast your way through a rogue's gallery.
Clicking the adaptive dampers to Sport mode shores up some of the wallow, and while the steering never whispers a single jot of information from those impossibly wide front tires, at least in Sport and Drag mode you don't
feel like you're twirling an
arcade game's tiller.
It almost
felt like an early
arcade racing
game where the steering wheel effort doesn't exactly seem to correlate with what your car on screen was doing.