Sentences with phrase «arcade game feel»

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.
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