Sentences with phrase «characters in this game feel»

All the additional characters in this game feel completely different, which adds a nice bit of variety to a simple game.
So let me break it down for you and tell you what the famous characters in our game feel and behave like.
No character in the game felt under - developed or just there as filler, with each having their spot in the roster that felt relevant and integral to the game.

Not exact matches

Pellegrini's record in the big games is questionable, and many will feel that he comes across as too much of a gentle character and essentially too similar to Wenger in a number of aspects.
Gaming has the ability to bond kids because of shared interest but tends to leave most parents feeling left out especially as they talk about new games featuring familiar characters even if they're set in unknown worlds.
«If a character in the game shoots you from behind,» he notes, «you'll feel it.»
For example, they were asked to rate on a scale of 1 to 7 how much they felt they «were really «there» in the game environment» and how much they felt like other characters in the game were real.
But males who really identified with their characters in the sexist, violent games didn't feel as much empathy for the victim,» said Brad Bushman, co-author of the study and professor of communication and psychology at The Ohio State University.
Several of my favorite characters from the last game play different and feel wrong (this has become the norm between games in Skylanders - inconsistency in older characters» gameplay).
It may well be that the main character is 18, a practical lifetime in game terms, but he certainly doesn't feel that way.
I am a huge fan of the original Prince of Persia trilogy, and when I heard about this game I was a little worried that they would change to much of what made the original games great, and I was right, the gameplay has been completely destroyed, platforming is awkward do to too may actions being mapped to the same buttons, combat is tedious and unenjoyable, it's EXTREMELY repetitive, having to search around for light seeds just to advance the plot is stupid, and do to the fact that you can't really die the whole game just feels like trial and error, and the new Prince character is completely unlikeable, while they messed up most of the game it's got some good things going for it, the voice acting is solid, the graphics are beautiful, and the ending does have interested in seeing where the story goes from here, but I'm not sure if I want to pick up the next game they come out with, this was a huge disappointment and isn't worthy to bear the Prince of Persia name.
Two little things I wish were better: it could use more playable characters to enhance the RPG feel, and it probably could use a difficulty slider — the game was a tad too easy, despites the abundance of secrets and mysteries in it.
The world feels nicer and more interesting to explore, and references to the first game in terms of characters and items are a nice addition.
Funny, Ignition (the publisher who will live in infamy with me from now on) didn't indicate on their website — amongst this shocker — all of the following absentee features that make KoF... well, KoF: No final boss, no character intros / outros, only one win pose, only 6 stages (2 are effectively palette - swapped), no special effects when finishing a foe with a super, no arcing story, no teams... no nothing... With some 5 teams of 3 characters each still represented, and a few stragglers, it honestly feels like this game was published incomplete, like the deadline was a sword of Damocles, threatening doom.
I don't remember a game in recent memory that has been so successful in making me feel for the characters involved.
Rarely do games come across where you feel so emotionally invested in the characters that you can't leave the game alone.
After the bug fixes with a patch this sequel exceeds the original in every aspect.Better graphics, gamplay and story along with 2 completely different playable protaganists give Dishonered 2 more replay value then almost every triple A title this year.And this time around I did nt feel pushed to play the game in any specific way.I felt that playing stealthily was alot more rewarding then the first entry but i never felt that i was playing wrong or was being punished when i played a full on assault playthrough.Also there are several ending for every playstyle for both characters which really drive you toward a second, third or even forth playthrough and in all the chaos or silence of each level, even on my forth run, I reimagined every situation and experienced different outcomes every single time.Dishonored 2 also contains some of the best level design I have ever seen with the likes of the amazing and masterfully thought out Clockwork Mansion level being among my all time favorites.Dishonored 2 truly is a masterpiece in almost every ascpect!!!
Whilst Bioshock 2 may feel very similar to the original game, it does expand on the characters and story that were introduced in the original game and once again allows you to create a very customisable playing experience through the use of Plasmids and Tonics.
Where those previous films felt compelled to lunge for edginess (read: sneering raunch) as chaos dutifully descended on characters they didn't like very much — and weren't particularly interested in getting audiences to like, either — Game Night takes care to locate our sympathies with Bateman, and McAdams, and its cast of charming ringers.
Game Night «s ability to never doubt its characters or their reactions in situations is what makes the film truly feel funnier than it probably is.
You really feel for the characters in the game.
Mortal Kombat X moves forward with a snappier version of the previous game's fighting and some cool new characters, but the story and other features around the edges feel a bit rough in spots.
Broken Age tries to end on a heartwarming final scene, but its an ending that it doesn't feel like the game earned, with Act 2's stagnant characters never maturing or developing in any way that would give the scene the emotional weight it seems to think it evokes.
Dunwall is an amazing place in terms of the way it incorporates elements of steampunk with a victorian feel and setting a pace that wouldn't normally suit a 1st person action game but it just flows so well and the artwork on the characters is stunning but sadly let down by a bit of collision detection which is hard to ignore, combine all this with a satisfying story you get a really decent game with plenty to get stuck into.
There's a few tiny technical hitches, some detective work that feels a little too obscure, and a lead character voiced in an inconsistent manner, yet the strength of the game's world - building, and execution of its memorable literal head trips, softens the blow considerably.
While it boasts some of the richest, most believable character interactions in the series, and draws the game to a fairly satisfying conclusion, it's pacing suffers from the frequency of such events, and so the episode can feel like a bit of a slog to get through.
I stayed faithful to Ashley through the first two games and while I enjoyed her relationship in ME3 it almost felt like the writers left out alot of content that could have helped further her character in the long haul.
Overall, the game has a Resident Evil 5 feel and when they call this game role playing it is in the sense of the classic definition of feeling as if you were one of the characters, not so much that it is based on stat adjustments.
Unfortunately, there are so many sidepaths that I felt I had to take in this game that I eventually leveled my character higher than the normal campaign's monsters, such that I trivialized the content for myself.
they are fighting a war for christ sakes... they wore proper attire in the first game so why did sega feel the need to anime the shit out of the character designs?
Each character plays in a different style and each one can make the game feel completely different than the last.
Then again, Kosinski showed almost no feeling for storytelling or character in «Tron: Legacy,» so he'll need to raise his game before we feel totally confident about this one, but hopefully script polishes from Oscar - winners William Monahan and Michael Arndt will ease the way.
kepping my mayor character exactly the same for both games gave this new experience the feeling of continuity, while in AC: NL my character can roam my village freely in AC: HHD there is structure and feels almost like a day job yet it still is just as creative and enjoyable.
Instead, I spent my youth feeling ashamed about my body, and I can directly track a lot of those feelings to the appearance of pop stars in music videos, super-models in magazines, and — yes — characters in fighting games.
-- Namco Bandai understands that fans want more Tales game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales games worldwide — It's been difficult to fit the game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this makes the game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the game has been ported over seamlessly — Some changes made to «in - game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales games can make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
The 2D platforming and endless quest for collectibles and MacGuffins, alongside the varied environments and memorable characters, makes this feel like a game straight from the 90s — in a good way.
In a game full of huge, flashy attacks and tons of characters, it's the little details that really give it the top - tier fighting game feeling that Capcom consistently pulls off.
While Rockstar did put a Christmas - themed section in its game based on high school, Bully, Houser believes it might be hard to maintain that holiday feeling with a Santa Claus lead character after the holidays.
But I was so inspired to study how it is that when I'm looking at the character models, I'm still able to feel like I'm in their shoes so much more than when I am the character [in a first - person game].
While Max moves pretty swiftly in the main game, it feels like the multiplayer characters have weights strapped to their legs.
In an old - school inspired platform game a well - developed story is hardly a requirement, but Rad Rodgers: World One's writing will make you feel connected to the two main characters» and their playful mannerism.
Flying the vehicle is a little awkward and not as fluid as it felt when using characters capable of flight in previous Lego games (much like the Portal 2 Flying Turret Carrier).
The voice acting in the game, especially Claudia Black and Laura Bailey really get into the psyche of each their characters and more importantly, the banter between the two protagonists not only feels real but there's some priceless banter as well.
There were a few minor issues — the character of Morgana and his purpose as a «guide» for Joker feels suffocatingly restrictive at times, acting as the annoyingly vocal wall preventing the player from engaging in the game's activities during main story events, and the English localisation and voice - work, despite its overall quality, often felt stilted and flowed much less naturally in the early game compared to its predecessors.
Things really do get very intense right from the get go, it's not just the games that leave you feeling nervous for the characters you love it's the whole film in general that keeps you nervous.
In order to make Silent Hill 2 work we need to be focusing on making the characters real by having high - quality textures, and at the same time we must improve the gameplay so people will feel, even though its really horrific, we must make them want to play the game over and over.
With regards to the introduction of previous Heroes from other games, it's done in the similar fashion as to how any new character is introduced, usually by you joining them in battle to assist them, or having to battle them first and then they join you, but while I would like to applaud its story for the way it does mirror that of one you'd expect from a lesser Fire Emblem game, but there can be no denying that despite the approach taken, it's story does feel like that of Fire Emblem Heroes and Hyrule Warriors slapped together with some of the names, items and minor details changed to something else.
Compare this to fellow comics fighting game Injustice 2 from Netherrealm and Warner Bros, which has a far more diverse roster of characters including many who weren't in Injustice: Gods Among Us, looks utterly gorgeous with superb animation, feels like a quality package and has a wonderful and entertaining story to boot.
Either way, the character creator alone, coupled with the charm in the animation, gave me enough motivation to hunt monsters, because I felt like my characters deserve the best gear in the game.
Like in the previous game, the story focus is split between characters» relationships and their evolution and the events at large, making the whole world feel alive and believable, in true Trails series» fashion.
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