Erik: Civilization V was rough when initially released, but it had
better core mechanics than any other game of the franchise.
Not exact matches
Maintaining a neutral spine leads to less injuries, unnecessary compensations, energy conservation,
better core activation and an increased capacity to handle compressive forces as
well as improved scapular
mechanics.
The
core mechanics are just the same, but Epic Games delivers a splendid lesson in game design, creating a brilliant campaign, varied and
well - paced as few others.
Despite some issues with the IA, its
core mechanics work
well, and the whole experience is compelling and deep.
Additionally, NBA»07 includes refined
core gameplay elements including new
mechanics for stealing, passing, and shot selection as
well as more intuitive Artificial Intelligence.
The
core platforming and action - oriented combat work
well, as does the seasonal shifting
mechanic.
The story is quite compelling and the wacky characters try their
best to keep the game afloat, but the controls and the
core mechanics just aren't up for the task.
High Strangeness is a
well constructed game which does a lot of things right with regards to its
core mechanics and presentation.
Although the
core experience feels identical to its counterparts, its potluck
mechanics complement each other effectively, bringing out the
best in Kirby and his friends.
Especially early on, while the
core Metal Gear Solid V
mechanics still feel pretty
good and the piles of systems slapped on top of it for this game don't.
Had it been released before Assassin's Creed Origins, Assassin's Creed Rogue Remastered would likely have been received much
better, as many of the
core mechanics now feel outdated.
Playing through the main story, I felt that I was gaining a
better grasp of each of the
core mechanics of the game.
With all the superfluous about, it's a
good thing that Tekken 7 really relies on its
core mechanics.
Since the
core mechanics of The Talos Principle worked so
well, Croteam can't be blamed for keeping them in place.
Combat
well and truly takes a back seat to this game and deservedly so, forming as means to progress as opposed to a
core gameplay
mechanic.
Some of the
best footage has arrived from this month's coverage from Game Informer, which has even allowed us to watch the first hour of gameplay and learn more about the
core mechanics of it.
Aside from the addictive blend of
mechanics,
well - implemented learning curve, rewarding progression systems, and satisfying level of challenge, the
core gameplay is fairly decent, too.
Lichtspeer: Double Speer Edition is bonkers (in a
good way), has a nice
core gameplay
mechanic and boasts a nice aesthetic style, but ultimately suffers from cruel difficulty spikes and repetition.
Over the past year we've seen several games achieve big success, despite focusing their
core gameplay aspects around overly basic and simplistic
mechanics, before mixing in some vibrant colours for
good measure — INK, Splasher, I'm looking at you.
Our State of Decay 2 Review - It is a
good game that lacks a bit of ambition when it comes to deliver certain things such as multiplayer and other
core mechanics that could've been smoothed up.
These
mechanics must tie into the
core learning objectives, as
well.
I feel like there's a
core mashup of
mechanics that could very
well stand the test of time — that kids have been playing with toys forever, and kids have been interested in video games forever, and that we had found this very powerful way to bring them both together.
Its
core mechanics are impossibly precise and
well - honed, yet endlessly malleable and open to vast experimentation and personalization.
It's arguably just as
good as Assassin's Creed IV: Black Flag and I awarded that a serious 4.5 / 5 despite its problems and clearly struggling
core mechanics, a score that on reflection was probably too high.
Of course none of this matters if the
core shooting
mechanics are naff, and happily Section 8 delivers here as
well.
The
core shooting
mechanics feel solid, and there's a sense of danger that's portrayed
well by the simple fact that sticking your head out of cover is often lethal.
My only complaints with Blade Mode is that the blue line which represents your swing can be a bit of a pain in the butt to see when the action is in full - swing and your desperately trying to slice everything up, and it doesn't always feel like it flows
well into the
core combat
mechanics.
But while it does many things wrong the actual
core stealth
mechanics work pretty damn
well, including the newly introduced Swoop trick which lends itself nicely to daring raids on passing guards coin purses, which I must stress is not a euphemism.
Out in the field the
core stealth concepts remain the same, but now that you're sneaking through a jungle, which has far more space to maneuver in, those same
core mechanics feel infinitely
better than they do in MGS2, especially as there's a couple of key new ideas thrown into the mix to help keep you on your toes.
The basics for the
core game
mechanics, the AI and other key features are done as
well.
This delayed addition of
core mechanics will probably cause me, as
well as many others, to refrain from jumping into Splatoon on day one.
The
core mechanics of the Mario & Luigi battle system is still intact and
better than ever.
The bizarre aspect to all this is that the
core gameplay
mechanics are actually
good, we'd even go far as to say
better than Gundam Senki 0081.
I want his gaming experiences to be guided by
good games full of imaginative storytelling and gameplay, and for the idea of paying being an integral part of a games
core mechanics to be a long and distant memory.
The
best thing about career mode is how it blends together all of RIGS»
mechanics and design decisions both inside and outside of the
core gameplay experience.
Although KI doesn't do the
best job in offering room for creative interpretation of characters, it does the
best job of explaining not only how the
mechanics of this particular game, but the
core mechanics of every fighting game in general.
While it moves in a new online and social direction, the game's
core mechanics are
better than ever by staying true to what makes the series so great - being an awesome golf game.
Some of the tech demos that were included with the headset made
good use of that room - scale feature, but only some of them were using it as a
core game
mechanic.
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.
Even though Destiny doesn't captivate its audience with great story elements, it simply captures the
core mechanics of a shooter
better than any title has so far in 2014.
Furthermore, Ubisoft have used the game's
core mechanics to craft a compelling singleplayer campaign filled with a variety of very
well paced missions.
The game's handling of certain
core mechanics is
well done for a pre-alpha.
The reason neither of these modes sit
well with me is because they abandon or lessen one of the
core tenants that makes Titanfall fun: the interaction between both Pilots and Titans, which is a wonderfully fun, balanced
mechanic.
Evolution is how videogames work at their
core, and Titanfall has successfully deconstructed what makes the Call of Duty series work, removing the many bloated
mechanics that have plagued it for so long and replacing them with
better, slicker systems, building upon its foundations and creating something far
better in the process.
While there are a ton of great, specific suggestions, the primary feedback so far seems to be that the
core mechanics work pretty
well.
His vision of MGS will be polluted and detract from the
core mechanics of the game as
well as the MGS story.
The campaign is fairly straightforward and acts as a tutorial as
well as a means of changing up some of the
core mechanics, such as missions that take place on different towers featuring multiple pathways or certain workers that must not be killed.
The remastered version of id's FPS brings a wealth of content to the table, but the inconsistent graphical upgrade, along with
core mechanics that haven't aged
well, means it isn't quite the return to hell we were hoping for.
With a MechWarrior reboot and Hawken still on the horizon, as
well as a certain «
core» mecha series adding an unprecedented amount of online content, there may not be room for another freemium mecha game based on a series with simple, action - oriented game
mechanics.
They may be the same
core mechanics (although what game of this type, or even most other types can't be narrowed down to shoot this, go here, take this there, etc) but they were presented in a much
better way.