The gameplay has more of
a budget game feel with a solid story.
Not exact matches
If personal finance software becomes less about helping people manage their
budgets efficiently and more about increasing engagement with a bunch of misplaced
game mechanics, do you think customers will end up
feeling satisfied?
It has a low
budget feel to it but decent length of the campaign and low price combined with deficit of similar
games make A
Game of Dwarves worth your time.
It
feels like this
game is worth its place in the
budget line of the X360, but not as a pc -
game, at least not like this.
Despite being a low
budget game for casuals The Shoot gives the player a genuine
feeling of old - style on - rail shooters.
For a
game that promised change from the original, all it
feels like is a big -
budget DLC.
At the end of the day, Special Forces Team X
feels like a
budget game gone bad.
If Capcom's record with SF5 is anything to go by the
game might see significant improves over time also, but understand going in that the
budget here isn't going to
feel Marvel Cinematic Universe appropriate.
Music — Like we mentioned previously, the tunes in this
game are very big
budget and have a sort of whimsical nature that elevates the player's mood but has them
feeling like they are trapped in a medieval castle.
The audio department works okay but at the end of the day, Special Forces Team X
feels like a
budget game gone bad.
These are all minor issues, but they roll together to make the
game feel like it's lacking in polish, making PES
feel in terms of presentation like a
budget game.
This is to be expected considering it is a low
budget game that relies on fan service, still it would have been nice if a little more attention was paid to it since the environments can start to
feel repetitive and generic.
Despite having an open world and
feeling like it is a big
budget game from Japan, the
game falls short on the technical front and the design of the open world does little to help with its repetitive nature of missions and sidequests.
There are moments of brilliance, but it
feels like a big
budget game packed into a small - time
budget.
In an era where people are constantly
feeling vaguely screwed over by big -
budget video
games, it's a narrative a lot of us can get behind.
A
game with a AAA
budget ended up
feeling more like an overrated low
budget title.
Extinction
feels like a
game that could have been a fun side project for a studio developed on a modest
budget, instead of being sold at full price as a retail
game that struggles to offer enticing content for its asking price.
There's never any
games or gimmicks and you'll never
feel pressured into purchasing something until you're 100 % confident you've made the right choice for your
budget and life.
I couldn't get rid of the impression that for a full priced
game, Hunting Simulator
feels like a
budget game.
Air Conflicts: Secret Wars
feels, plays, and looks like a
budget game, but that's not surprising as this is a low
budget game, and at a argain price then it's certainly worth your time.
Nintendo was impressed and gave the company an unlimited
budget to create as many
games as they
felt like.
God, criticising an indie title, one that has had a lot of clear effort put into it, for its graphics always
feels like a harsh thing to do since the focus for them and their limited
budget should always be gameplay, but there's no getting around the fact that Project Temporality is simply visually boring
game.
Weird blur filter aside (I still have no idea why they went with this after releasing a much better - looking alpha version), it
feels so great to be getting 2D * mech
games with decent
budgets again, even if this one is technically a remake.
Given the obviously
budget it
feels unfair to call the
game's presentation poor, but it's the truth and is part of the reason why the campaign doesn't
feel hugely engaging.
This series
feels so low
budget, even by 3DS launch
game standards.
Rather Test Drive: Ferrari has a distinctly «
budget title»
feel, something which actually applies to a lot of the
game, but we'll get back to the that later.
Just, minor elements give away that this isn't a big
budget game, but for the most part, it does a great job of
feeling like a premium product.
I made the movie comparison above because the parallels of making a major blockbuster in Hollywood and making a low -
budget independent
game feel similar in end results.
Here's the big problem, though; for a
game that looks, plays and
feels like a
budget title it's hard to swallow the full triple - A asking price of around of over # 50, which is the publisher's recommend amount.
While not completely surprising due to the number of missions and
budget style of the
game, it still
feels very dated compared to other
games in the genre today.
[6] Many commentators
felt that EA made the change as they did not have confidence that a studio with an AAA - scale
budget could produce a viable single - player
game based on the popular Star Wars franchise.
Probably The Chinese Room's best
game, Rapture is short enough to
feel indie and the lack of on - screen characters gives it a lower -
budget feel, but everything else about it is sumptuous.
Super Bomberman R is a charming and fun
game in short segments, but its lack of content and confusing difficulty curves make it
feel less like a fully - featured retail
game, and more like an underwhelming
budget title.
Much of this is, again, the result of having been designed for the original Xbox, though the bland futuristic setting and inferior writing somehow make it
feel like both the big
budget sequel and cheap straight - to - video knock - off of the first
game.
It
feels like a
game made to a tight
budget, which is a shame because if they got rid of the pop - in and got better voice acting this could have been much better.
Yet there's no shaking the
feeling that this
game was made on a tight
budget as it's a graphically poor
game.
Where the original State of Decay
felt like a surprisingly deep
budget game that was riddled with glaring technical issues, State of Decay 2 resembles something much closer to a AAA
game.
Before the project ended, I
felt we were going release a respectful, truthful, emotional experience that went beyond the common, big
budget games you find today.
While I personally
feel that modern AAA single player
games are too long, the reality is that is not the case for your typically 18 - 24 year old who does not have an enormous
game buying
budget and needs a lot of content if he has any hope of keeping himself distracted from studying.
Believe it or not — given the time and the
budget and the support — many of us would much rather be making
games where we
feel the unstoppable power of love as a force for human salvation, than
games where yet another endless horde of terminator robots falls beneath our plasma cannons.
While I understand that this is a
budget title, a little more variety would make the
game feel a little fresher.
These days, we barely blink an eye at the idea that a
game can come from nowhere and shake through word - of - mouth, clever concepts, a bit of cool technology like Portal's... well, portals... or simply by hooking into some reservoir of good
feeling, and accomplish more than any marketing
budget can dream of.
With the trend in big -
budget games moving toward giving players more freedom, the strict paths of God of War
feel a little outdated in 2018.
Considering that October is becoming rather congested with
games — and
games that offer up fresh new ideas, at that — it's hard to imagine Battlefield: Hardline persuading
gamers on a
budget to part ways with $ 60 for a
game that
feels more like an expansion than an all - around new
game.
I know he's made a lot of money off his
game, but to have a studio with a bigger
budget and more resources pivot to create basically the same
game but within their world 6 months after the release of his
game feels a bit cheap.
You can
feel more secure in backing Tokyo Dark knowing our team,
game, schedule and
budget have been looked over and approved by Square Enix.
Demon Gaze
feels much more
budget - like than its competition as it
feels cheaply made at times, but it does have a unique set of mechanics that help it rise above some of the forgotten
games in the genre.
Doc Clock looks and
feels like a lower -
budget game, the splash screens and music are minimalist, and it's obvious that it was developed by a small team and not a huge company.
However, the key stealth mechanics do not
feel as satisfying as they have in the previous big
budgeted AC
games.
In Destiny, as in Halo, you revisit the same places over and over, and while they're beautiful, it does get
feel a little too economical for a
game with a
budget as lavish as Destiny's.