Sentences with phrase «core mechanics feel»

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Assassin's Creed Rogue Remastered would likely have been received much better, as many of the core mechanics now feel outdated.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.
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