Sentences with phrase «based gameplay mechanics»

Another backward - compatible release Xbox Live Gold subscribers can look forward to in March is Borderlands, a co-op first - person shooter featuring a distinctive otherworldly setting and loot - based gameplay mechanics.
Hook Worlds stands out from the pack with its unique grapple - based gameplay mechanics.
The turn - based gameplay mechanics of Lara Croft GO mostly produces trial and error gameplay due to the majority of Lara's enemies and surrounding obstacles moving simultaneously when Lara does; albeit in a rather intuitive fashion that works in perfect harmony despite the series never having set foot in that direction prior to GO.
Using a select set of characters from the franchise, Bandai Namco hopes to recreate the console and portable experience on mobile with this app using eTCG based gameplay mechanics.
The game was lauded at its launch thanks to its humorous cast of characters, role - based gameplay mechanics and the integration of co-op that easily made it one of the best Lego games.
The Alliance Alive is a game that relies heavily on nostalgia (and is more than influenced by Bravely Default), and features a vast world to explore, intertwining story involving 9 main characters, but also strategic turn - based gameplay mechanics.
With gorgeous world exploration,» an intertwining story involving nine memorable characters, and strategic, turn - based gameplay mechanics, players won't want to miss this return to JRPG excellence.
The realism of the base gameplay mechanic, put into a context as over-the-top as Headmaster's, leads to a sports game that is both fun and unique.

Not exact matches

Based on the anime series and building on the fast - paced action the series is famous for, ATTACK ON TITAN 2 is the sequel to 2016's action game and features new gameplay mechanics.
While there's gory fun to be had, the failure to replace the time - limit based gameplay with any kind of alternative mechanic is a mistake.
The core gameplay is the same of Partners in time, but a bright plot, new features (as touch - screen based minigames) and the correlation between the three main characters add variety to the Rhythm / RPG mechanics.
Sniper Ghost Warrior 3 understands its mechanics and the game's design is brutally consistent, resulting in a challenging choice - based approach to gameplay and strategy.
Experience brand - new pitch environments, unique physically based rendering for all characters, and new gameplay mechanics.
This complete freedom provided to players can either be a welcome feature or hindrance based upon knowledge of both the gameplay mechanics and farming basics.
With its balanced class - based, teamwork orientated gameplay, great graphics and slick mechanics that keep you playing into the wee hours of the night, Evolve itches that competitive urge and feels a lot more evolved that your standard, run - of - the - mill shooter.
The tight controls and consistently fair gameplay mechanics of Super Meat Boy provide a rewarding experience not based on XP or the grinding of a special ability but based on the virtue of naturally learning how to master the level in one piece.
There's lots of shooting robots and bugs and so forth since many of the titles of yesteryear were based on that simple gameplay mechanic, but these titles are clearly from another era of gaming and never approach the kinds of content that may be included in some modern titles.
With simple turn based controls and unique gameplay mechanics; the game merges the beloved nostalgic elements from the golden era of JRPGs with today's technology allowing fans to play at home or on - the - go.
The game was a turning point for the Donkey Kong series, reintroducing it (alongside the 1994 Game Boy game released a few months prior) after a nearly decade - long hiatus and cementing Donkey Kong as a franchise in its ownright introducing Donkey Kong's modern design as well as his supporting cast and enemies, musical cues, and gameplay mechanics that would form the basis of most following Donkey Kong games as well as Donkey Kong's appearances in Mario spinoff titles.
It's not the most inventive new game mode, especially considering how much it resembles wave - based game types in other shooters, but the Splatoon style of gameplay and mechanics make it for a fairly refreshing game mode — though I do wonder how much time players will be putting into it.
The game features similar gameplay mechanics, tasking players with capturing and befriending over 270 wild Pokémon using slightly tweaked touch - based controls.
Also, will it be possible for you to quickly tweak gameplay mechanics or skills balance issues based on player feedback?
Indeed, barely a second goes by where one of its core elements doesn't bring to mind the superior experience offered by other games, from the shooting mechanics of Quake and Unreal Tournament, to the mobility tactics of Titanfall and Tribes, to Overwatch «s own objective - based gameplay, specific character classes, and «Loot Box» reward system.
The base building aspect is another interesting gameplay mechanic that is again poorly executed.
The Apostles has some suspect writing at times and the story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great gameplay mechanics of the base game while throwing in a structured three - arc setup that introduces some interesting characters.
The core gameplay in 7 Days To Die will be appealing and familiar to anyone who enjoys voxel - based crafting mechanics, open - world exploration and sandbox - approaches to gaming — similar to games like Ark: Survival Evolved, Minecraft, and Terarria.
Be that as it may, for fans looking to get a Cyber Sleuth 2 out of this game will be disappointed as this game decides to stick close to the classic Digimon World mechanics and leaves behind the turn based gameplay of Cyber Sleuth.
Instead of category - based trivia questions, Fibbage: Enough About You takes that same lying gameplay mechanic and puts the focus on the players.
Touch My Katamari doesn't stray from a winning formula, offers the portable world dual analog sticks (which cements the experience), and brings in a new touch - based mechanic that actually affects the gameplay in a positive way.
Realizing that Metroid Fusion's mechanics drastically differed from previous entries in the series, Yoshio Sakamoto — director of Zero Mission and co-creator of the Metroid series — wanted to return to the series's gameplay roots by creating a game based on the original.
Marrying simple physics - based platforming with a unique and involving story allowed Valve to showcase just how much can be achieved with limited gameplay mechanics.
Developer Naughty Dog's sequel to one of my favorite games for the PS3, Uncharted: Drake's Fortune, sees our titular wisecracking treasure hunter following in the footsteps of 13th century explorer Marco Polo, aided by a new free climbing mechanic and stealth based gameplay.
I think we all know that one level that had a cool little gameplay mechanic which was the highlight for me (don't want to spoil but I think it would've been great we could get a game based on that mechanic).
It's your job to score victory points and thereby defeat the other players, with the exact method of scoring points changing based on which of the three missions you undertake, but we'll get back to that later on as all the gameplay mechanics remain the same regardless.
With just three hours or so of gameplay the developers can go from physics - based puzzles to light stealth and lever manipulation and back again without having to really develop any one specific mechanic, nor having to repeat any of their past designs.
The gameplay is a lot more fun and challenging than the original turn - based mechanics IMO.
Sometimes you'll be fighting waves of enemies in corridors using cover - based shooting mechanics, and other times you'll be forced to be stealthy where getting caught doesn't mean entering the other style of gameplay, rather it means getting shot in the face and reloading the last checkpoint.
The core gameplay in 7 Days To Die will be appealing and familiar to anyone who enjoys voxel - based crafting mechanics, open - world exploration and sandbox - approaches to gaming — similar to games like Ark: Survival Evolved, Minecraft, and Terarria.
From trying to dodge Charizard's flamethrower with a perfectly timed flick of the stick, to quickly tapping A to perform a supercharged ice beam on your foe, there are a ton of timing - focused mechanics that could be implemented into the traditional turn - based gameplay.
Like his best games it features simple mouse - based mechanics with addictive gameplay.
It provides a unique blend of rhythm - based gameplay and action — what the developer calls «rhythm violence» — that provides a far more intense version of the basic mechanics you see in other rhythm games.
The game features similar gameplay mechanics, tasking players with capturing and befriending over 270 wild Pokémon using slightly tweaked touch - based controls.
The world you rebuild is based upon Marxist philosophies established prior to this alternate timeline's divergent tangent, meaning there are some terribly interesting mechanics, gameplay ideas, and underlying psychological commentary running beneath the hood of this terrifically quirky title.
The game builds further on the ink - based shooting mechanics introduced in Splatoon, with the general gameplay being indentical, but adds new content including new Weapons, Stages, and a new horde mode named Salmon Run.
Every fighter in all 10 weight divisions has their statistics based upon their respective performances up to the release of UFC 3 including striking, grappling, stamina and health that presents a gameplay mechanic in which players will have to think about their fighting style in relation to the fighter they choose.
As the name implies Chromatic Aberration bases it's gameplay mechanics off the type of optical distortion of the same name.
We can get a variety of perceived deep gameplay mechanics that arise out of the result of systems producing interesting, often unexpected results based on the input.
We've created a new Escalation Contract for each new weapon / suit combination with some brand new complications based on new gameplay mechanics.
The core mechanics are enjoyable enough to stay entertaining after countless hours of play, and though the gameplay is based in repetition it has remained enjoyable for well over 20 hours of play time and shows no sign of wearing thin.
Siege's class - based gameplay and hardcore mechanics have left me curious to play more.
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