Sentences with phrase «based gameplay system»

With a loot - based gameplay system like this, we can expect to see microtransactions even though they haven't been officially confirmed.
They set out on the hefty task of making a fun and unique movement - based gameplay system in a large and interesting open world hub.
Combat consists of a straightforward turn - based gameplay system with some situational spacing, similar to other titles in the Atelier series and you are able to use pairs for combination arts which are ultimate attacks.

Not exact matches

Gameplay tweaks seem minor at first, but dual wielding guns and plasmids, the ability to melee with any weapon, and the new real time reflex - based hacking system made a world of difference.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
Some of the gameplay elements aren't perfect: the inventory system is a little cluttered, and even when you upgrade your carrying capacity to its maximum, you'll still be discarding items on a regular basis as you triage.
Featuring a familiar turn - based battle grid system and boasting a uniquely deep style of strategic gameplay that revels in its own difficulty, Natural Doctrine drew me in like a moth to a flame — and boy, did I ever get burned.
The game's Mother Base simulation system, in which players manage staff and build up their headquarters, is more vitally important to gameplay than I'd previously appreciated.
Summary: With engaging social simulation gameplay, addictive turn - based combat systems and an unmatched visual style, Persona 5 is the ultimate Japanese role - playing game any PlayStation 4 owner, newbie or hardcore fan, should give a fair go in 2017.
Fun and deep turn - based tactical gameplay, colorful and stylized graphics and level design, and the extensive upgrade and progression system all come together in a quirky and enjoyable result to provide strategy game fanatics an excellent new IP to sink their teeth into.
Absolutely dripping with Paul Verhoven style satire, Helldivers combines a range of objective - based missions with a nifty gameplay system called «Strategems», allowing players to input a series of commands to call down anything from extra ammo and scout drones through to APC's and hulking great mechs.
It takes the classic turn - based formula and adds its own spin on several systems in order to add some much - needed strategy and gameplay ideas.
Perhaps the biggest change this time around is the battle and navigations system, leaning more towards reactive, action gameplay as opposed to the classic, turn - based JRPG model.
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.
Summary: Torment: Tides of Numenera is a fantastically written and incredibly deep role - playing game with most of its strengths firmly in the narrative department rather than its turn - based combat gameplay systems.
The platforming / climbing of Tomb Raider, the open world strategy of Metal Gear Solid V, the dungeons of The Legend of Zelda and the arrow - based combat recent Tomb Raider games all mix to form a solid set of gameplay systems that keep the game exciting and fun.
Although some gameplay elements are added, such as rhythm - based musical sequences and a brand - new item creation system, the title is by - and - large what fans have come to expect from the series.
Pew Pew's gameplay is standard for tower defense games, using a grid based positioning system for your towers and a fixed path for enemies to follow.
As far as the gameplay is concerned, it more or less uses the same traditional turn - based battle systems that were seen in Demon Gaze and Operation Abyss.
It has the been there, done that feeling, but still offers a fresh perspective on gameplay with a focus on turn - based movement and combat system.
Gameplay wise, the turn - based approach to combat is gone now and the focus is on a grid - based combat system.
Gameplay: 9 Aside from the occasional strange outcomes from the percentage based action system the gameplay is Gameplay: 9 Aside from the occasional strange outcomes from the percentage based action system the gameplay is gameplay is stellar.
While most survival horror games focus on the surviving aspect and often forgo the fighting aspects, Dead Space has gameplay based around dismembering the strange creatures, called necromorphs, that keep on jumping out of the ship's vents (the vent system in which necromorphs can crawl around in is amazing) to shrill musical cues.
This was achieved by using gravity as a gameplay feature, adding an intelligent and choice - based dialog system, as well as allowing the user to make deterministic choices during gameplay — such as choosing which points to traverse from and to.
The unique Ignition system in the turn - based combat allows for deep customisation and nuanced gameplay.
Trials Fusion builds off the same maddeningly addictive physics - based gameplay as its predecessors while incorporating brand new features, including the FMX tricks system.
As you can see in this Alpha gameplay footage, the new Plan & Go system that's replacing the old turn - based combat is, um, interesting.
Game description: Play through the Knight campaign as you battle against the tribal Lizardmen or enjoy the groundbreaking PvP combat system that will deliver fast - paced real - time strategy action or tactical turn - based gameplay.
Though MGSV has a refreshingly new take on the traditional MGS formula with it's base development, recruiting and buddy system, the lack of cutscenes and open - world gameplay might give the impression that the missions are somewhat repetitive in nature, usually missions boil down to, extracting somebody, acquiring something or plain old killing — at least compared to past editions, MGSV might leave the player asking: «Wait, why am I doing this again?»
This switching system is a key part of the gameplay that we decided to introduce based on the feedback we received from the Episode Duscae demo.
The gameplay demo is 33 minutes long, the demo focuses on the Fulton Recovery System, which lets you send soldiers, vehicles, and even sheep back to Mother Base as Big Boss infiltrates an enemy encampment to retrieve intelligence.
As such, I think we've managed to combine the action gameplay of Mario and the turn - based RPG system in a way no one has seen before.
However, the gameplay itself couldn't be anymore different, as rather than doing it in a strictly turn based way, Pokemon Super Mystery Dungeon offers a real time based system that is more befitting of this style game.
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.
The Blueprints Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node - based interface to create gameplay elements from within Unreal Editor.
This may just be a guess, but around the point Pokemon became this huge hit in the late 90's and pretty much owned the turn based strategy genre, spawning dozens of hashed out clones, that could be contributed to why turn - based RPG's started to lose their muster a bit in the last generation and why Square Enix has been so fixated on trying to develop new and interesting combat systems with their latest installments, rather than focusing on what they used to do so well, which was create unique, yet cohesive, quest based stories with endearing characters and gameplay that favors using your mind over your thumbs.
We are also focusing on continuously improving gameplay features based on player suggestions to refine Galactic Command, augment the Conquest system, and improve Ranked PvP.
Multiplayer as always is a great way to keep the action and spirit of Gears alive; with Judgment, multiplayer covers everyone's favourite terms of play from solo based competitive modes to a more interactive team based class - system, whilst keeping traditional team based gameplay intact and optional.
Fear Effect Sedna features: The return of the original Fear Effect's much loved cast of characters Isometric viewpoint to enable players to interact with multiple characters at the same time Gameplay that mixes real - time action, tactical play, stealth, and puzzles The adrenaline - based «Fear Effect» gameplay mechanic that impacts on both attack and defence Animated stylistic cutscenes, stunning environments, and classic death cutscenes A mature and exciting story that follows mercenaries uncovering the mysteries of Inuit mythology Fear Effect Sedna is now available on PS4 ™ system, Xbox One, Nintendo Switch ™ and PC for $ 19.99 / $ 19.99 / Gameplay that mixes real - time action, tactical play, stealth, and puzzles The adrenaline - based «Fear Effect» gameplay mechanic that impacts on both attack and defence Animated stylistic cutscenes, stunning environments, and classic death cutscenes A mature and exciting story that follows mercenaries uncovering the mysteries of Inuit mythology Fear Effect Sedna is now available on PS4 ™ system, Xbox One, Nintendo Switch ™ and PC for $ 19.99 / $ 19.99 / gameplay mechanic that impacts on both attack and defence Animated stylistic cutscenes, stunning environments, and classic death cutscenes A mature and exciting story that follows mercenaries uncovering the mysteries of Inuit mythology Fear Effect Sedna is now available on PS4 ™ system, Xbox One, Nintendo Switch ™ and PC for $ 19.99 / $ 19.99 / # 15.99.
Until we can create a game based entire on the concept of emergent gameplay with systems that can learn and think we'll always be playing within the confines of design.
«For Dragon Age: Inquisition, a special team of veteran developers from the Dragon Age and Mass Effect franchises created fun, fast - paced multiplayer gameplay that requires strategic teamwork on top of Inquisition's party - based combat and extensive loot and crafting system,» remarked Aaryn Flynn, General Manager at BioWare.
Gameplay feels fresh for an RPG: traveling between different points in time to advance the story adds an engrossing element to story progression, and the position - based battle system adds a layer of strategy that makes even the most basic skirmishes exciting.
Shepard can be customised with a fairly robust face creation system, and a class of character can also be chosen, with various types of gameplay covered based on which class you choose.
In terms of gameplay, LISA is a fairly traditional turn - based RPG with an Earthbound styled combat system, but it's not really the gameplay that stands out in LISA, even if it is fun.
v0.9, v0.9.2) with the last one being the largest, Arena Commander v1.0, with fifteen new ships for backers to fly (all the Aurora and Hornet variants, Mustang family, Base Avenger and Cutlass Black) as well as significant gameplay additions like the signature system and social features like the first version of the lobby system allowing you to join up with your friends.
The foreseeable future for Larian (i.e. the next couple of years) is going to see us making further progress in improving our RPG craft and creating dense game worlds with hopefully new and innovative gameplay systems based on old school values.
You have deep, class - based gameplay wrapped around a detailed progression and reward system.
Mario + Rabbids: Kingdom Battle takes the familiar world that is the Mushroom Kingdom and mixes up the traditional gameplay formula in what has to be the most fun turn based system I've experienced.
The sequel to Bravely Default is set a few years after the first title and brings more of the same turn based battles and strategic gameplay using the Brave & Default system.
Evolution Worlds» unique gameplay utilizes a 360 - degree, turn - based tactical combat system new to GameCube, and features over 60 hours of gameplay with more than 100 characters.
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