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.