I hate Crash as a character, and it is so obviously derivative of early Sonic games it makes me sad Sega became so bad at making Sonic games, but what we have here is a platformer where
the core mechanics work (ignoring the fucking double jumps crapping out), the story is whack but it is generic platformer whack, and there is enough to sink your teeth into if you want to 100 % a platformer collect - athon.
While there are a ton of great, specific suggestions, the primary feedback so far seems to be that
the core mechanics work pretty well.
Despite some issues with the IA,
its core mechanics work well, and the whole experience is compelling and deep.
Clustertruck debuts on Switch retaining the «pure platform» vibe from the PC version, with
the core mechanics working like a charm in portable mode.
Not exact matches
Sexy naturally, hard
working (who loves
mechanics) honest to the
core I don't understand why people would lie about anything cause that's not keeping it real and unfair to the other person, im a open minded, loves to cook, always on the go multi - tasking type of women t...
The
core game is a decent length, and the
mechanics work.
Arguments about
core mechanics of how summons are intended to
work aside, it appears that gothic horror adventure title will be getting a patch next week to make matching easier and, more intriguing, to scale the stats of lower level players to the host.
Each one introduced its own rules and objectives, yet all of them built on the same
core mechanics that Snake (and players) had to
work with.
The
core platforming and action - oriented combat
work well, as does the seasonal shifting
mechanic.
Since the
core mechanics of The Talos Principle
worked so well, Croteam can't be blamed for keeping them in place.
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.
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.
In an interview with Wired, Nintendo's Shigeru Miyamoto explains that while a team is hard at
work developing the
core mechanics of what will eventually turn into the next incarnation of the legendary franchise for the Wii, he didn't want them wasting time and effort on producing a trailer for the sake of a little media buzz and a few squeels of delight from fans.
«But there's always more
work to be done getting the Sniper Elite name in the hearts and minds of gamers who are new to the IP, or aren't aware of the stealth and emergent gameplay that surrounds the
core sniping
mechanics»
The premise, humour and look of the game are all great, but the
core mechanics need to be tightened and polished so that it can stand up to the bigger players, and the game needs some serious
work put into balancing out the weapons.
But while it does many things wrong the actual
core stealth
mechanics work pretty damn well, including the newly introduced Swoop trick which lends itself nicely to daring raids on passing guards coin purses, which I must stress is not a euphemism.
There was a lot of thought and time that actually went into the
core combo
mechanics and for the most part it
works.
This lack of premise also means you have to
work out Redux's
core mechanics on your own.
Our nutty family of 15 artists, programmers and designers led by Creative Director, Ian Gregory, have been hauling butt together for nearly six years now,
working on RPG and strategy games that we hope have delivered on our
core principles of thoughtful gameplay
mechanics combined with meaningful storytelling and worldbuilding.
I'm still
working out how the
mechanics should really
work, but there is some
core stuff already implemented.
Anyone who has played Pikmin knows that the
core mechanic is tossing these lovely plant creatures at objects / enemies to get them to
work.
They're minimalist
works of art, executed with laser - like focus throughout — from the
core game
mechanics to the storyline.
Since this is a DLC pack I'm not going to go into great detail regarding the many, many merits of Dishonored's
core gameplay
mechanics as you've presumably already played it if you're reading this review, rather I'll go through the changes one by one to see what
works and what doesn't.
Evolution is how videogames
work at their
core, and Titanfall has successfully deconstructed what makes the Call of Duty series
work, removing the many bloated
mechanics that have plagued it for so long and replacing them with better, slicker systems, building upon its foundations and creating something far better in the process.
It was very plain to me that the team has put a great deal of
work into the
core combat
mechanics of Battletech.
Not yet in alpha, it's being developed by a small team who are
working on prototypes, designing concept art, composing soundscapes and developing
core gameplay
mechanics.
The shifting
mechanic is so well developed that it makes the ability
core to the experience and shockingly it
works.
The
core game is a decent length, and the
mechanics work.
We start from the
core mechanics and
work our way back up to an entire game.
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.
The liquid physics, possibly the
core mechanic of the game,
work beautifully.
Working with our design team, you will create balanced, consistent and thrilling levels for online play, based on our games»
mechanics and
core vision.
It is what I would call a perfect fusion of music and gameplay, with an outstanding soundtrack and a
core mechanic that, while uninventive,
works extremely well.
I
worked on this game towards the end of my time at Full Fat,
working with a designer to develop the
core puzzle
mechanics from scratch.
Since the
core mechanics of The Talos Principle
worked so well, Croteam can't be blamed for keeping them in place.
So while the campaign's
core mechanics sometimes struggle to shake off the restrictions of
working within the confines of multiplayer, Battlefront 2 still offers up a tasty smorgasbord of cinematic moments.
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.
From unique gameplay design that instils fear for the player in Alien: Isolation, to championing multiple innovative features in Total War, our designers have many opportunities to
work with incredible materials and try different things, owning their features and
core mechanics from inception to final game.
One of our creative leads is a big fan of Donkey Kong Country, and thought the barrel cannon
mechanic was brilliant and could provide the
core mechanic we were looking for, so he started
working on a prototype that used a similar
mechanic but with portrait orientation and an endless mode.
So we started
working on the idea of mixing and mashing the two concepts together, with the
core of Uridium gameplay, the fast paced action, the turn - by -180-degrees
mechanic and huge capital ships as an ideal base for a Star Fox like third person shoot»em up with a gameplay twist.
We'll approach this from the end and
work backward, and get the downside out of the way first, because, whether or not you're fully aware of how Ground Zeroes slots into Hideo Kojima's grandiose vision for Metal Gear Solid V, this eagerly anticipated return of Snake does most of what you'd expect of it, confidently refreshing the series»
core mechanics, adding some much - needed narrative gravitas (and restraint) and blowing the tightly wound stealth antics wide open in a miniature sandbox that endures countless retreads.
Another way of thinking about this is to find a strong
core mechanic and
work on it really hard.
«Every so often, there comes a game that reminds us of the very
core mechanics that make a game
work, while being an amazing action experience.
For one such
work, Al - Hadid constructed the
core operational elements of the «Candle Clock of the Swordsman,» adding her own design modifications to expose the internal
mechanics for audiences to view.
Core Competencies HVAC Installation / Service • Customer Service / Support • Communications •
Mechanics / Repairs Problem - Solving •
Work Ethic • Business Development