Sentences with phrase «combat mechanics of the game»

Both Stars are really fun & blend in well with the combat mechanics of the game (Kat for the most part).
Sadly, the combat mechanics of the game are not really all that special.
Howard also thinks that the combat mechanics of the game are a natural fit for virtual reality.

Not exact matches

Even if you do find a gym you can contest, the game's combat mechanics are as simultaneously basic and opaque as all of its other elements.
That being said, where the game loses all of its potential is in its combat mechanics.
Mugen Souls refines and improves the combat system of Compile Heart's previous games with unique ideas and game mechanics.
There is a demo up on PSN that you can go ahead and download, and once you get used to the combat system and mechanics of the game, you'll be treated to an adventure like no other.
Guacamelee builds upon the classic open - world Metroid - vania style of games, by adding a strong melee combat component, a new dimension switching mechanic, and cooperative same - screen multiplayer for the entire story.
However, with games like God of War setting a precedent with taking an older game which already had a good story and combat and then just positively blowing away all my expectations with a captivating story, graphics, gameplay mechanics, missions, map, upgrade system... YOU NAME IT ALL INCREDIBLE....
Offers some clever platforming mechanics, but somewhat broken combat mechanics, which hurts the enjoy - ability of the game.
The game retains the charm and wit of previous Paper Mario titles, and its new sticker mechanic makes combat even more engaging than before.
It's a very «pure» game, in that there isn't much else past the central mechanic of combat, and those who might have wanted a huge step up from the first time around will be disappointed.
Brutal combat and simple mechanics are the «bane and the boon» of this Action / Hack»n' Slash game.
There's a theme that ties all these games, which is solid fighting mechanics, a deep respect for lore and a desire to offer supplementary combat goodies, such as use of environments.
Nioh moves Souls - like games into their own genre by expanding the vocabulary of combat mechanics and gameplay systems while keeping a structure, flow, and feel that align with From's signature games.
Still it is a neat addition for those who can't wait to try out some of the combat mechanics being implemented for the next mainline game.
And thanks to how plentiful stickers are in the game, you're never at risk of running out of them during combat, avoiding the one pitfall that could have undermined this whole mechanic.
The Toronto - based indie studio stated in their blog that they're «looking to build upon the classic open - world, Metroid - vania style of games by adding a strong melee combat component, a new dimension switching mechanic, and co-operative same - screen multiplayer for the entire story.»
«You can imagine Lords of the Fallen as a game that has all the layers, all the complexity, all the mechanics, all the elements of very advanced tactical combat, but it's not being mindlessly punishing at the same time.»
This brief recap brings us up to date with Nioh as it appears in its current form — A lovingly crafted homage to the precision combat and mechanics of the Soulsborne games, whilst also introducing an RNG loot system inspired by Diablo and Borderlands and transplanting the action from the more European fantasy aesthetic of Miyazaki's aforementioned series to a feudal Japan setting that is more than a little reminiscent of the Onimusha games.
And, its adherence to its JRPG seemed to hold it back in a way, since it treats all of the game's systems like intricate combat mechanics to be explained instead of a blank slate for creatives to enjoy.
The gameplay demo featured at the event's end showed off some of the game's open exploration and some returning combat mechanics.
The Lego Ninjago Movie Videogame is short and a little rough, but a dynamic new combat system and a couple surprising tweaks to aging mechanics make it one of the most exciting new Lego games in years.
You have shipped at least one or more games; designing in the areas of player combat mechanics, and / or enemy design and behavior.
In the early stages of the game, Origin's new combat mechanics will most definitely frustrate some, especially considering the game throws you into the deep end in the first minutes with some very brief instructions.
I wish I could praise the movement scheme on the same level as the combat mechanics but, unfortunately, getting about in Apex Construct stands as one of the most frustrating times I've had with a VR game.
Last February's Nioh, a new IP from Koei Tecmo that suffered a lengthy development, turned out to be a rather stellar game that coupled the systems of a Souls game with the deep combat mechanics from Team Ninja's past work — which includes Ninja Gaiden and Dead or Alive.
Sure it falls short on some basic game mechanics, but it makes up for it with insane combat moves and tons of enemies to mow down.
The game's superfluous combat and unforgiving puzzle - solving mechanics only serve to bog the experience down; I can only assume that, without them, Sticker Star would have been infinitely crisper and more enjoyable, but whether they're an attempt to cater in some way to the «expectations» one has when playing a Paper Mario game or simply a fairly transparent means of padding the length of the game, they do a lot to tarnish what is otherwise a colorful, joyful experience.
It can also be a hard game to become fully accustomed to since, on top of its unrelenting difficulty, Nioh also has several different combat mechanics which one must absolutely hone if they want to make it to the game's later stages.
Game of Thrones delivers an interesting tale and some fun combat mechanics, if you're willing to trudge through a few hours of tedium to get to the fun stuff.
Although the melee combat mechanics could have been tighter, the assortment of weapons to choose from made the game a blast to play.
For many tactical RPG fans, you are probably wondering what sort of combat mechanics that the game has.
The general mechanics of the game have remained mostly the same, including combat and demon negotiation.
There are also «Mech Combat» mechanics to the game, and by this I mean that the ninjas for Ninjago have their own massive vehicles (think Power Rangers Megazord) to combat the forces ofCombat» mechanics to the game, and by this I mean that the ninjas for Ninjago have their own massive vehicles (think Power Rangers Megazord) to combat the forces ofcombat the forces of evil.
Puzzle combat RPG: An active puzzle combat mechanic blends the fun and skill of puzzle games with the strategy and adventure of RPGs for a truly epic gaming experience.
Combat broadly remains as gratifying and borderline repetitive as it has ever been in Dynasty Warriors, with players that delve into the game's combo mechanics able to employ wide - reaching attacks that will allow you to take out ranks upon ranks of enemies.
After choosing from four difficulty levels and whether or not you prefer to have tutorial explanations for game mechanics peppered throughout, you are introduced to the combat part of the game, which involves commanding up to six soldiers in turn - based battles against some extremely smart alien A.I., with percentages, multipliers and RNG determining your success rate.
Even beyond all of the bright backgrounds and satisfying clanging noises, however, the game's underlying combat mechanics were solid.
Thankfully, scientist Nikola Tesla, who also ended up in the parallel universe, arms Grey with a jetpack, which makes swapping between ground and air combat the big mechanic of the game.
He was one of the lead designers on both Breach & Clear and Breach & Clear: Deadline contributing huge amounts of effort to the games» combat design, mechanics, and progression systems.
Now that I've attempted to combat my initial negativity toward the plot with a small dose of positivity from the fighting mechanics, let us turn our attention back to the stealth aspects of the game that I all too briefly talked about earlier.
This is the largest Zelda game to date that features a robust item creation system, an awesome combat mechanic and a weapons system that is new to the series in which you will find hundreds of differently leveled weapons that will deteriorate and fail after using it for a certain number of hits.
Begin to dissect the combat mechanics, though, and a myriad of problems do start to show themselves, each small in nature but massively important in this style of hack and slash game.
Combat is resolved via good old fashioned tossing of dice, but the game does avoid giving players handfuls of plastic to throw by introducing the threat level mechanic.
As you mention, from one point of view the aesthetics are not something gamers had seen before, and from a design point of view the close combat mechanics were a new approach since we didn't work with any existing models.
Adventurers will engage in deadly and punishing combat with other - worldly enemy constructs, and discover a world filled with arcane lore as they unravel the intricacies of the game's various weapon, armor, inventory and level - up systems and mechanics.
Sprawling hubs busy with activity markers provide ample opportunities for players to explore and complete MMO-esque side quests, but when every game features strongholds, stylised combat, stealth mechanics, and a similar selection of mission objectives, a sense of tedium is inevitable.
This can make combat in the beginning hours of the game a little awkward, and while there are alternate control schemes, ultimately it behooves you to learn how to play as the developer intended, because play testing has no doubt revealed that this control scheme works best given all the complex mechanics at work in the game.
«Smash + Grab combines our love of competitive online games with our expertise in action mechanics and hand - to - hand combat, sharpened during our development of Sleeping Dogs.
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