Sentences with phrase «core mechanics just»

The story is quite compelling and the wacky characters try their best to keep the game afloat, but the controls and the core mechanics just aren't up for the task.

Not exact matches

The core mechanics are just the same, but Epic Games delivers a splendid lesson in game design, creating a brilliant campaign, varied and well - paced as few others.
The core gameplay is challenging and enjoyable, though it comes up just short of hitting a masterful climax of game mechanics.
By breaking down the core mechanics of survival games into matches that are both intense and easy to hop back into, PlayerUnknown's Battlegrounds has provided a multiplayer experience that plays out drastically different each time, and yet is just as exhilarating each time that I play.
Mechanic said what he did had nothing to do with the AC — just hard to believe since the AC worked perfectly before replacing heater core.
It's arguably just as good as Assassin's Creed IV: Black Flag and I awarded that a serious 4.5 / 5 despite its problems and clearly struggling core mechanics, a score that on reflection was probably too high.
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.
-- Takes place in the Aegis War — The Driver - Blade mechanic is gone — Instead you control characters like Addam, Mythra, Brighid, Minoth, Lora, etc. directly — They all have 7 Arts — Characters like Addam for example can't upgrade their weapons with core chips — Blade data for Jin, Haze and seemingly Malos exists, so they could be potential rewards — Datamine confirms that The Conduit is the Zohar (might just be a reference to its shape though)
Sadly, the game's core play mechanics just aren't that enjoyable, relegating these ladies to the deep discount area of the moe car lot.
We're excited to see where The Coalition takes Gears Of War 4, but it's impossible to overstate just how important the core mechanics and systems are to Gears» success.
Maybe if the developers had focused on making their core mechanics stronger, or hadn't tried just so hard to be the cleverest referencers this side of Ernest Cline, I'd have enjoyed this more.
It only recently hit me just how many upcoming games are being centered around PvP as a core mechanic.
Rocket League is many things, but that essence statement summarizes not just the core gameplay mechanics, but also the inherent absurdity and humor of the idea.
How to increase a retention rate, fine - tune a monetization system, make game mechanics more involving, game control comfortable, how to switch competitior's players, how to define core audience or test ASO — just several examples of tasks Sense.Vision can solve with real players research.
One of the core features of Crossing Souls is found within its character swapping mechanic — you're never forced to just play as one member of the gang, but can instead swap between them all with a quick button press.
First up is History, which discusses what it means to be a Shinobi title, rather than just a ninja hack and slash, and how you go about modernizing the game while still keeping the core mechanics and classic appeal.
That being said, all the core mechanics that have made the series so loveable over the years are still here, there's just not enough of it to justify its price tag.
Also have some new multiplayer modes in mind that I think will be really fun I haven't forgotten about multiplayer, just wanted to get the core mechanics of the game completed and polished first!
All of your favorite games in the genre do things to change that core mechanic because, let's face it: if you're just doing the same thing, over and over, you're going to get bored of the game.
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.
GS: It's true that we've found the core mechanics of the franchise but I wouldn't say we're happy with that and that we're now focused on just balancing them.
Below are my current Design Experiments, small free games focusing on just a few core mechanics and polishing them.
These bosses are enormous fun, putting the core mechanics of the game to a better test than in the multiplayer and duly proving just how wonderfully refined they are.
It works well for a downloadable game, and since it derives its fun from its core mechanics, the surrounding elements are just fine in a tried - and - true, borrowed form.
A little bit of difficulty tweaking and tightening up some of the core mechanics would make this platformer a lot more accessible to the people who don't want their backsides handed to them all the time, but right now it just stands as a game which can only be recommended to the hard - as - nails lovers.
«And one of those is just innovation in the core game play mechanic.
While the core mechanics remain functionally the same, that (even more) exotic setting and (lesser known) time period, brilliant environment design and brief, but effective, narrative all combine to make something that offers just that little bit more.
It does show that you could really get fans interested in another genre just by teaching them the core mechanics.
You have to build a game from the ground - up with an idea like this... It's not magical code or anything, it's just thinking a bit outside the box on the core mechanics of the game, making sure that inputs work with low latency and don't have adverse effects.»
So many titles I've worked on, or along side the development of have just had core mechanics, and feature sets lopped off with a hatchet in order to reach a set shelf date - never to reach their original full vision.
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.
It won't be long before you notice just how familiar the game's core mechanics seem.
There's no noticeable change in the core mechanics, and that's just fine considering the precision and satisfaction of shooting is one of CoD's biggest strengths.
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.
Common to all of them is that they have a hearty experimental core, that they try for something out of the ordinary, be it a novel aestethic, a twist on an old mechanic, a fresh narrative, or are just so plain well - tuned that they bowled us over.
The addition of RPG elements on top of the basic chess core makes it more than just a board game and the way the single player doles out puzzling combat encounters around this really makes you have to think hard, considering the mechanics of both if you wish to get to victory.
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