Not exact matches
A must - have for all fans
of Paradox strategy
games, but a
bit too
complex for other players.
And if you've been wondering why all the
games in the Xenoblade Chronicles series feature such a large - scale world (not just the size
of the world you explore, but also its elements: the two Gods in Xenoblade Chronicles, for example), there's actually a good explanation: Tetsuya Takahashi a «little
bit of an inferiority
complex»:
If these titles are a
bit too
complex for one's taste, then Super Lucky's Tale is the
game to get: while not as good as some
of the platform
games released this year, the
game developed by Playful Corp. is an enjoyable adventure that players
of all ages can enjoy.
The characters are a
bit more vivid, the set pieces a
bit more
complex and cinematic, and the feel
of the
game's story and world is somewhat unlike the rest
of the series at times.
Some
of the more
complex hacking
games can be a
bit frustrating, but only at the very end.
While the lists get longer and a touch more
complex as the
game goes on they're rarely ever time - consuming, choosing to instead provide
bite - sized chunks
of objectives that won't take you long to complete with the reward
of a new card awaiting.
-- Beautiful original graphics and animation — Parallaxing backgrounds — Unique level design — Huge variety
of unique levels, bosses and enemies —
Complex gameplay and controls — Unique storyline with twists and surprises — Item Inventory: collect items to be used strategically throughout the
game — Completely original 8 -
bit soundtrack — Tape Deck feature that allows you to select your favorite music from the
game — Ability to revisit and replay levels to further your progress and unlock achievements — Truly innovative Easter Eggs throughout
I sometimes wonder if gaming still has a
bit of a inferiority
complex when it comes to conveying story, I think
games can give an audience a unique perspective that film can't.
The successor to the NES needed to offer more power and better software than these upstart competitors while simultaneously maintaining the adoration
of the legion
of gamers who had grown up with Nintendo's 8 -
bit console and now — quite rightly — demanded more
complex experiences.
Nintendo's The Legend
of Zelda hit Nintendo's 8 -
bit console in Japan in early 1986, building on
games like Dragon Slayer, Druaga, and Hydlide with an enormous open world, more
complex puzzles, and an innovation that will probably seem quaint to younger readers: an attack button.
Frustration is kept to a minimum as the
game doesn't severely punish you for failure; many
of the more
complex bits are found around checkpoints.
In some ways, Into Mirror reminds me a
bit of one
of my all time favorite
games, Shadow
Complex, which was created by Chair Studio and Epic
Games back in 2009.
Sound plays is a
complex and important element in the
game: it can both create and ruin the immersion
of the
game if it is a
bit out
of place.
The characters are a
bit more vivid, the set pieces a
bit more
complex and cinematic, and the feel
of the
game's story and world is somewhat unlike the rest
of the series at times.
Even for its time it was extremely tedious, but when you combine the many difficult battles with having to constantly search places for items as well as the
complex world design (no really, when someone tells you that a place is just west
of your current location, that means walk east, north, east, north, and then walk west across the entire
game world, this happens more than once) and vague translations
of what your abilities can do, it gets a
bit too dated for its own good.
My biggest problem with the
game winds up being that it gets to the point that some
of the puzzle
bits before you hit a checkpoint are so
complex it's really, really a hassle to screw up at the end and have to redo it over and over.
One very interesting
bit of news that has been floating around is that Nintendo have struck deals with Havok and Autodesk that will allow them to provide free copies
of these companies» so - called «middleware» — special software that stands between
game developers and the hardware, which automates many
complex development tasks.
Instead Stonehearth on Kickstarter is a combination
of their love
of complex simulations with the 16 -
bit feel
of RPGs, wrapped in a sandbox strategy
game with town building, crafting, and battles.
One
of the only drawbacks is that a few
of the special moves are a
bit tricky to pull off as you need to input
complex button combinations similar to street fighter
games, which can be hard to do in the middle
of battle!
While playing a
game of this nature on a handheld with only one analog stick still proved to be a
bit of a hassle, the
game managed to give players
bite - sized stealth missions and a story that continued to weave another
complex web.
Under the hood, it comes powered by 32 -
bit quad - core cortex MediaTek MT6580A processor that clocks at 1.3 GHz paired with 2 GB
of RAM, which helps you to play
games, watch movies and browse the internet without any lagging and efficiently accomplish
complex tasks.