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.
Not exact matches
The game's
core is deep enough to keep gamers entertained for some time, and the game
mechanics are realistic, while simultaneously
feeling exciting.
Frank can also purchase a skill upgrade that allows for health regeneration, while it does change the
core mechanics, it never
felt forgiving.
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feel outdated.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.
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.
While the
core mechanics are in place and working to a decent degree, in comparison to other shooters the game
feels slightly awkward and lacks the fluidity of the top shooters out there, but it's nothing that some spit and polish shouldn't be able to fix.
Unless you're majorly into space - flight games and are more than satisfied just toying with the game's
core flight
mechanics, ED will start to
feel boring and repetitive quite fast.
I agree, they are going to have to try and make the next game
feel fresh while keeping the great
core mechanics that people love from the past game.
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.
Badman's
core mechanic is frustrating in that you can't directly control your troops, so it
feels like luck plays as much a role as skill.
Here the team took a platformer and made it
feel almost like a rhythm game and continued their tradition of wordlessly conveying a relationship using the same
core mechanics are the rest of the game.
The
core gameplay
mechanic is to lure in mercenaries ranging from sword wielders to gun toting nuns, and then set up all sorts of devious traps to hurt their
feelings with.
While many games have already taken inspiration from these two franchises, they haven't been able to really get the
core mechanics to
feel right.
I believe a large part of this is because the Kirby series always finds a way to make the simple characters shine, and the
core gameplay
mechanics of sucking up enemies and stealing their powers
feel fresh and new each time.
While the gameplay at its
core still
felt like a typical anime - based game, the combat and
mechanics were surprisingly enjoyable.
What I mean about this is the
core mechanics are really simple, almost to a point where it
feels like a beatem up.
Introducing new hostiles who were based on an evolution of the
core combat
mechanics would deminish this
feeling of unease.
For one, it's really just based on player positioning, while the other has more to do with the
core mechanics of the game; Dead or Alive is a series that's supposed to look fluid and
feel like there's a true 3D environment in a fashion that's very similar to Soul Calibur.
The
core mechanics didn't
feel quite right though.
But I
feel that there is a clear gap between games / tools that let the player act as designer and player alternately (as in «edit your level» then «play your level») and games that include the design process as part of the
core game
mechanics.
Those already familiar with the Ys series should
feel right at home when exploring the alarmingly expansive Seiren Island, as not too much has actually changed when it comes to
core mechanics.
Of course, as solid as the
mechanics of Woolly World are, they really begin to shine as you slowly discover the ways Good -
Feel have incorporated the yarn aesthetic into the
core gameplay.
This team wanted to make something more than a class project, and they
felt they could do that with their game's
core mechanic.
Boss fights that wander too far from the
core game
mechanics often
feel out of place or clunky — often because all - new
mechanics are not as well thought - out, balanced or polished as the
core mechanics.
Our
core motivation for creating TO THE TOP was to create a movement
mechanic that is simple to use, takes advantages of VR input, and
feels very comfortable to play.
The new battle modes and changes to the item
mechanics make a familiar package
feel new in the moment - to - moment gameplay and the
core game is endlessly fun.
Once you wrap your head around the
core mechanics, it definitely
feels like its own experience rather than a Terraria clone.
While the
core mechanic, story and dialogue made the experience enjoyable, there were so many other aspects of the game that
felt pointless and tacked on.
The
core mechanic of the game still
feels fun and exiting, tense at times.
Don't get me wrong, the
core racing
mechanics remain the same, but you'll actually
FEEL like you're driving these futuristic hover vehicles.
This is a
core gameplay
mechanic which spun some freshness into a genre that was
feeling tired, because the «rewind time» ability wasn't just a gimmick.
With Sonic's
core mechanics focusing more on stopping and killing enemies without any way of being able to keep to the old play style where you raced through levels at high speed, was a real disappointment for many fans and it made it
feel like the franchise was heading in a direction we didn't want to go.
Heroine Anthem ZERO is a stunning game that has lots of great qualities about it and gets you interested from the get - go of its adventure thanks to its captivating art and score that caresses your ears and eyes and makes you
feel warm all around, and while the adventure at its
core is a delight, the
mechanics and gameplay of Heroine Anthem ZERO unfortunately diminish the experience and ultimately leaves more frustration than pleasure.
The
core mechanics of the game still remain intact: it's a top down twitch shooter that has players eliminating enemies on meticulously designed levels, and it
feels just as hard to put down as the last one.
I haven't played anything quite like it and whilst the
core gameplay
mechanics will probably
feel familiar to anyone who has played a walking simulator before, the neat little touches that the use of echolocation brings ensures that you'll be intrigued enough to see it through to its end.
We are in the process now of fine - tuning the Sandstorm PC
core mechanics to
feel like a seamless transition from Insurgency.
Naughty Dog has brought back all of the
core mechanics from Uncharted 4: A Thief's End for Uncharted: The Lost Legacy, so if you have played any of the Uncharted games, especially their previous entry, you will
feel right at home in The Lost Legacy.